Character Creation

To begin playing in the World of Naeja, you must have a character who you will roleplay through many great adventures and who hopefully will live long enough to become an integral part of the world.1

There are six steps in character creation:

I. Consult with the GM:

  • Starting location, allowable races and classes

II. Establish your Origin:

  • Gender, Race, Traits (Gifts), Birth-sign and Lineage

III. Define your Background:

  • Homeland, Social Class, and Wealth

IV. Training and Education:

  • Duty, Apprenticeship, Character Class, and Attributes

V. Give it Character:

  • Appearance, Archetype, Culture, Religion, Family, Personality, Alignment, Name, Age

VI. Finish the Details:

  • Feats, Skills, Spells, Arms and Equipment

VII. Add the Extras:

  • Destiny and Heritage

To assist you in keeping notes as you develop your character, we offer you
the Character Creation Worksheet

While you are not required to perform all of these steps, doing so will help you create a character with history, depth, and personality. There should be a great deal of thought behind every choice you make in this process, and ideally your character will be better off for the efforts you are making. That said, if you find yourself needing to quickly create a character, feel free to skip through this process and simply use the basic character creation process found in the D&D 3.5 Player’s Handbook or Pathfinder Rules Book. Any character created with the core rules is suitable for this campaign world.
Whichever process you choose, you should always consult with the Game Master before beginning the process. This is Step 1 of the process below, and all players must follow this. So, with no further ado, I offer you the World of Naeja…

Character Creation Method:

Step I. Consult with the GM

Before creating your character you must consult with the Game Master to determine what kind of characters are best suited for the campaign the GM plans to run. Some DMs will build their stories around the characters created, while others will set some structures that the players must follow during character creation. You must accept the GM’s strictures and abide by them during character creation. Remember, the GM is the one who must create stories for your character, and if the DM doesn’t feel your character fits into the story he may have trouble including the character, or ask you to create a different character.

Ask your DM these questions:
1. What part of the world will we start in?
2. What races can I play?
3. What classes can I play?
4. Are there any other strictures?
After you have determined these answers, continue to work with the DM on the remaining steps of Character Creation.

Step II. Establish your Origin

A. Pick your Gender

Will your character be male or female? It may seem an obvious choice to you, but there is nothing that requires your character to be the same gender as you. It is not uncommon for players to create characters of both genders. There are no attribute differences for the genders. While in some races men may normally be stronger and the women wiser, there is no difference in game mechanics. It is the player’s choice how to assign attributes.

B. Choose your Gift

The Gifted are those of the world born with a special gift that goes beyond race or culture. Some mortals are born with a legendary power that few else in the world posses. These gifts mark those who are favored by destiny. While some are the gifts of a god, others are the legacy of an ancient blood line or even a curse. There are many different gifts, and only prophets can foretell who shall be born gifted.
Player characters are destined for greatness, and hence all player characters may choose a gift. Choose wisely, though, for the gift a character was given at birth will mark him for life.
There are fourteen gifts listed here. The GM may add additional gifts:

Race and culture sometimes limit what gifts the character may have, but gifts may also determine what race or classes you can play. Each player character may begin with one Gift. Be sure to consult with your GM to determine what Gifts are available for you to consider.

NOTE: Gifts and Traits are not the same thing, though the idea is similar. Traits often are attained over time, but a Gift is ONLY achieved at birth. Traits are discussed in Details.

You are one of a legendary race of animals called the Keid, who are gifted with the ability to become humanoid. You may have even been born and raised amongst humans or Gelvani, but the fact is you are not one of their race at all. See Keid for more details. The character with this gift may choose to take the Shaman class after 1st level.

Kindred Soul
You are kin to the Keid, having descended from them from somewhere in your lineage. You have a kindred animal (pick it during character creation) to whom you feel a strong connection. You gain Wild Empathy (as per the Ranger ability), and a +4 reaction bonus with your kindred animal (of which you are most closely related). If you gain Wild Empathy as a class benefit you become able to use this ability with your kindred animal as a free action. The character with this gift may choose to take the Shaman class after 1st level.

You were born with “the sight”, the ability to prophesize and foresee the future. You often have dreams that come true, and if you practice you may be able to interpret these dreams accurately. The gods sense your connection to the universe and may seek you out to serve them. The character with this gift may choose to take the Prophet class after 1st level.

Plane Touched
Born with the blood of a deity in you, you are divine by nature, though this does not mean you are immortal. You may choose to play one of the race of Aasimar, Genasi or Tiefling. The character with this gift may choose to take the Paladin or Prophet classes after 1st level.

The Hero Light
A blazing halo of light surrounded you when you were born, and when put to the test you shine with the same inner light, revealing your heroic destiny. The character automatically starts with the Heroism destiny, though this could be changed to something better if the DM approves. When performing acts towards his destiny, the character may invoke the Hero Light, gaining a +2 Destiny bonus* to all rolls and checks. This power can only be used 1/day, and only if the DM rules that the situation is pivotal to the character’s destiny.

A Warrior's Heart
You were born with the heart of a warrior. You have a natural talent for combat and can keep a keen wit in battle. You can apply a +2 Destiny bonus to any action once per combat scene (attacks, damage, saving throws, skill checks, etc…). Note: A combat scene is begun anytime everyone must roll for initiative.

The Heart of a Champion
Unseen, but not unfelt, you were born with a desire for greatness. This drives you to champion great causes or pursue a great quest. Once per day you can add a +4 Destiny Bonus to one action related to your Cause or Quest (attack, damage roll, saving throw, skill check, etc…). A “Cause” is often an on going struggle in defense or support of an idea (freedom for all peoples, peace in the world, destruction of evil, etc…). A “Quest” often has a clear goal; to defeat a particular enemy, retrieve a certain relic, save a maiden in distress, etc… The character with this gift may choose to take the Paladin class after 1st level.

You were born with a gift to heal those you touch. Maybe it was given as a gift of the gods, or is some sign of a divine origin, but you discovered it at a young age and, if others know about you they seek you out for healing. Often those born with this gift become very religious, because they believe their gift to be divine. When you lay your hands on someone sick or injured you can heal them.
In game mechanics this ability works as a Cure spell and as a bonus on Healing checks. You must touch the person and they must be willing to accept the healing, otherwise it fails. This benefit can only be used on a single wound or injury, and only once per diseased person. If the wound, injury or disease remains it must be cured by some other means. If the healer fails to cure the disease of a particular person, he could still cure someone else of the same disease.
Cure Wounds: 2 hit points x Charisma Modifier
Cure Disease: Make a Heal skill check with a +5 bonus and if successful the injury is repaired.
Cure Injury: Make a Heal skill check with a +5 bonus to repair any Crippling Injuries, though note the repair isn’t instant (See Crippling Injuries ).

You were born with the gift to master the power of the universe, Magic. It is the very stuff of creation and it courses through all things living and inanimate. The deities and magical creatures, such as dragons, have the power to wield arcane magics innately. The mortal races, though, are not normally so attuned. Those born with the Gift of Sorcery, though, are the exception. Their magic comes to them as part of their natural being. Some say the gift of sorcery comes from ancient blood lines; descendants of powerful eternal beings, such as deities. Others say it is just chance or destiny that some are given the gift. Whatever the source, you have the power. A charater with this ability may learn magic as a 0 level Sorcerer, and may choose to take the Sorcerer class after 1st level.

True Pitch
You were born with the gift to know a perfect pitch when you hear it. It is said there is magic in the harmony of music and it is true. However, not just anyone can control the forces of the world by humming a few bars. It takes incredible talent, and you have that. The character with this gift may select one bardic ability he may use 1/day. The character with this gift may choose to take the Bard class after 1st level.

Shadow Born
The Shadow moves through the realms beyond the Veil, and seeps into the crevices of the earth, the depths of the waters and the darkness of the forests. Its power is greatest in the median of light and darkness, and it is there those born with this gift find solace. As a Shadow Born you are the descendant of one or many who gave themselves over to the Shadow, and it influences you in strange and powerful ways. You gain a +2 to Strength, Dexterity and Constitution when in shadow or twilight. In utter darkness or broad daylight you suffer a -1 to those attributes. In all other lights you are unaffected (torch light, light spell, moonlight, afternoon or morning light, over cast days, etc…).

Divine Aura
You were born with an inner light, an innate sense of what is good, morale and honorable. No matter what your life has been like, these virtues are strong in you and allow you to overcome all adversity. Though this “light” isn’t visible, as a Hero Light is, it can be sensed by those who can detect true good in you. You have an Aura of Good (Ex), as per the Paladin ability (see Detect Good), and you may choose to become a Paladin after 1st level. Note: Cleric’s gain this power as they gain in level, but do not need this gift to become clerics. If you are a cleric with this ability add +1 to the character level used to determine the power of the aura.

Fey Kin
The Fey come from beyond the Veil, residing in realms of Glammer. Filled with beauty and glammer they seem almost supernatural, though they are in truth a part of the natural world. Sometimes the Fey come through the Veil and bear children with those mortals who reside upon the Mortal Realm. You are the descendant of one of these Fey. You may be one of the Gnomes, or a simply a mortal with Fey blood in you. You gain the power to cast Glammer Magic (based on Charisma).

Isati has gifted you with luck. You seem to have some unconscious control over your own fate, and thus things seem to often work out in your favor. In fact, people often say “you have Isati’s favor.” Once per “gaming night” the player may request a reroll to any one roll made that affects his character. This may be a roll he made or one the DM or another player made. The request can take place after the results of the original roll are determined, but not after they are applied and the game has moved on. The DM can decide if the reroll is allowable (and luck can try its hand). If the reroll is more favorable for the character, it stands; else the original roll is kept (for the definition of a “gaming night” see the Player Points section.

Choosing your Class based on your Gift:
At first level a player may choose any class for his character. However, some classes require the character to be born with an innate ability (Bard, Sorcerer, Prophet, Paladin, Shaman). After 1st level your Gift may grant you access to those restricted classes. Following is a list of Classes that require you to have a specific gift to pick them after 1st level. If there is more than one gift listed you only need one of those gifts.
Class Required Gift
Bard True Pitch
Paladin Divine Aura, The Heart of a Champion, Healer, Divine Aura, Plane Touched (Aasimar)
Prophet Prophecy
Shaman Keid, Kinded Soul
Sorcerer Sorcery

These classes can be taken without a special gift: Barbarian, Cleric, Druid, Fighter, Monk, Ranger, Rogue, and Wizard.

Restricted Races and your Gift
There are a few races that you can not pick unless you have the appropriate Gift. This always requires approval of the GM. These are primarily races that are
Race Required Gift
Aasimar Plane Touched
Genasi Plane Touched
Keid Keid
Tiefling Plane Touched

C. Choose your Race

By now you should have already read through a brief overview of the races in the Introduction. If not, go back now and do so.
Picking a race is the first key of Character Creation. Your race defines what kind of culture your character can come from, his attributes, what he will look like and how old he is. Knowing your race will help you define your background, create your persona, and choose his class, feats and skills are available and equipment.
The races themselves are as varied within their own kind as they are from each other. Each race has a series of sub-races, with different features, attributes, and cultural nuances.
You can choose one of the following playable races. The DM will tell you what races and sub-races you can choose. Any race not listed below requires special permission from the DM. You should not anticipate playing any race not listed below, as there are few and rare reasons a DM would allow such. The races are listed alphabetically, so do not let their order influence your choice.

The Pathfinder Advanced Rules offer traits. Each player character begins with two traits, which can be taken from a number of origins. In the description of each race below you will find a few racial traits you may pick, if you so choose.

Bamorians: Bamorians are tall, strong, and wise. They have thin fur covering their bodies, with heavy horns and somewhat bestial features. They have an affinity for the sea and mountains, and make excellent Barbarians, Clerics, Fighters and Rangers. Bamorians are detailed on Page X.

Duervar: Duervar are short, stocky and tough. They have broad shoulders, short legs and the men usually have thick beards. They have an affinity for the mountains, hills and caverns of the earth, and make excellent Clerics, Fighters and Rogues. Duervar are commonly called Dwarves and are detailed on Page X.

Duneimen: Duinemen are the most diverse in appearance of all races, though they are usually tall and lean. They have long arms and legs, and the men can have facial hair. They have an affinity for fields and coastlines, but have an incredible ability to adapt, and are known to have civilizations in all environments. They also have a variety of talents, allowing them to be excellent in all classes. Duinemen are commonly called Humans and are detailed on Page X.

Folkin: Folkin are very short, with big feet and round faces. When young they are often lean and have an insatiable wanderlust but as they get older they become more sedentary and grow rotund. The men can have facial hair, though it isn’t common. They have an affinity for the fields and hills, and a strong connection to nature. They make excellent Clerics, Druids, Rogues and Rangers. Folkin are commonly called Halflings and are detailed on Page X.

Gelvani: Gelvani are thin and agile, though they vary in height. They have tapered ears and narrow features, and never grow facial hair. Gelvani have an affinity for the forests, which are reminiscent of their original home in the eternal realms called Arvanis from which they were outcast five thousand years ago. They have a natural talent with magic which comes from their immortal souls. They make excellent Clerics, Druids, Fighters, Rangers, Wizards and Sorcerers. Gelvani are commonly called Elves and are detailed on Page X.

Gnomes: Gnomes are short, with large long fingers and exaggerated facial features. They have an affinity for forests and mountains, which are reminiscent of the Other Worlds of the Fey, from which they fled. They are very intelligent and have a natural talent for magic, usually illusions, which they call glamour. Gnomes make excellent Rogues, Wizards and Sorcerers. Gnome is the common name for this race, though they are part of a greater race called the Fey, and they are detailed on Page X.

Keid: The Keid are a legendary race of animals created before all other mortal races by the three animal lords; Ilnysh, Liara, and Brynlinia. The Keid are gifted with the ability to become humanoid, usually of a Gelvani or Human appearance. Their appearance is highly dependent upon their natural animal form. Sometimes a Keid will have a child with one of the other races, and their children are born as Keid (though they may not realize it until later in life). These “half-Keid” gain all the same abilities as other Keid, but if they have a child with another who is not Keid those offspring will only be Kindred. Kindred are always of the non-Keid parent’s race, but have a special bond with the animals they have a kinship with (see the Kindred Soul Gift).

Liehemen: Liehemen is an ancient word that means “half-men”. They are the result of Duinemen bearing children with other races, such as Duervar, Folkin, Gelvani and Orcs. It seems that Bamorians and Gnomes can not conceive children with Humans. As well, only Duinemen seem to be able to conceive children with other races. The Liehemen appear for the most part as Duinemen, but have some of the features and characteristics of their other parental races. Depending on their parentage they may have certain affinities and excel at certain classes. Liehemen are commonly called Half-Dwarves, Half-Elves, Half-Folk, or Half-Orcs; and they are detailed on Page X. Note: Gelvani do not consider Half-Elves to be part of their race. They believe that such a child is born with a human soul, and so is not of their race.

Planetouched: Aasimar, Genasi, Tieflings.

D. Select your Birth Sign

As the Orb of Sheliak rose upon the day of your birth, in what constellation did it rise? The influence of this celestial power is incredible, and the stars it rose into cast their light upon you at the moment of your birth, forever marking you. This Birth Sign is a mark upon your eternal spirit and only a great will can overcome its influence. Some say this mark also reveals your destiny, while others say it is linked intrinsically to the magical powers of the universe and defines your relationship to everything. Whatever it’s meaning, your birth sign is a part of you that you cannot deny, and it will play its part in your fate.
Your character’s Birth Sign must be selected at the time of character creation and can never be changed. To do so you need to know your characters birth day. When determining the character’s birthday you must always pick the year of birth, which defines the character’s approximate age, but you have the choice to choose or roll for the month, day and hour upon which the character was born. To roll your character’s Birth Sign, follow these steps:
Step Determine the Die
I. Month 1d12
II. Day 1d30
III. Time (1-2 A.M. / 3-4 P.M.) 1d4
IV. Hour 1d12

Use the month of your character’s birth on the chart below to determine your Birth Sign. Your Birth Sign initially is defined by the position of the Sun. What more, if you wish, you may look up the position of the moons, spheres and stars on the year, month, day and hour of your birth. To do so see Astrology.

Each Birth Sign is represented by an animal, whose characteristics define the personality of those born under that sign. These characteristics should help you roleplay your character. While they define your character’s essential personality traits, they are not intended to restrict your character in any way. Not everyone born under that sign will emulate all of these traits, and may emulate others. There is no penalty for not portraying these characteristics; however, the DM may use them to award Player Points for roleplaying. You should select two Postitive Charateristics and two Negative Characteristics that are predominant in your character. Let your DM know if your character will veer from this profile.
Below is a more detailed listing of these Birth Signs and the characteristics they define. There is an explanation of each category as well:

Birth Sign: This is the name of the constellation the character is born under. Those born under this Birth Sign will find themselves with a greater resistance to influence during this month; the character gains a +2 to all Will Saves.
Positive Characteristics: A list of the common and most prominent positive personality characteristics of those born under this sign. A character may not demonstrate all of these characteristics, but at least one or two are always prevalent.
Negative Characteristics: A list of the common and most prominent negative personality characteristics of those born under this sign. A character may not demonstrate all of these characteristics, but at least one or two are always prevalent. Though some may seem contradictory to some of the positive characteristics, this could be due to mood swings, changes in the seasons or position of the stars.

Complimentary Birth Sign (Nadir): Those born under this sign usually have a positive influence over and friendly interactions with those born under their Complimentary Birth Sign (the constellation at 90 degrees, or the Nadir); granting a +2 reaction modifier.

Oppositional Sign (Descendant) Those born under this sign find themselves more susceptible to influence during the month when the Sun rises in their Oppositional Sign; the character suffers a -2 to all will saves. What more they have a very negative influence on and very conflicting interactions with those born under their Oppositional Birth Sign (the constellation at 180 degrees, or the Descendant); suffering a -2 reaction modifier.

Conflicting Birth Sign (Midheaven): Those born under this sign usually have a negative influence on and conflicting interactions with those born under their Conflicting Birth Sign (the constellation at 270 degrees, or the Midheaven); suffering a -1 reaction modifier.

Auspice (Ascendant): When the sun rises in the constellation of his birth sign the character is under its protections, or auspices (the constellation is at 0 degrees, or the Ascendant). During that month the character gains supernatural resistances or protections and this category describes these auspices. This is considered a supernatural power.

Harnefeld, the Horse
Positive Characteristics: A natural leader, full of energy, helpful of others, very open, patient, a defender of the weak or vulnerable, will die for a loved one, does not give in easily.
Negative Characteristics: Needs to be in control, unaware of the feelings of others, does not listen, has jealousy, intolerant, selfish tendencies and is a poor judge of character.
Complementary Birth Sign: Dragon
Oppositional Birth Sign: Rams
Conflicting Birth Sign: Fish
Auspice: The character is protected from the effects of death and negative energy (such as energy drain), and negative energy based magic (such as harm spells); +5 to all saves and resistance 10.

The Bull
Positive Characteristics: A conservative nature, reliable, faithful, calm persevering, patient, bright, smart, inventive, very loving.
Negative Characteristics: Obstinacy, embarrasses easily, lacks sensitivity, nothing to say, boring, slow to make progress, self indulgent.
Complementary Birth Sign: Bear
Oppositional Birth Sign: Eagle
Conflicting Birth Sign: Lynx
Auspice: The character is protected from the effects of earth, weakness and fatigue; +5 to all saves and can make saves and resistance 10.

Lyrcos, the Wolf
Positive Characteristics: Inventive, highly intrigued by others, caring, thoughtful, logical, scientific, a good communicator and loyal.
Negative Characteristics: Self absorbed, rude, tactless, prone to eccentricity, unwilling to share ideas or fight for beliefs, voyeuristic, curiosity about others.
Complementary Birth Sign: Serpent
Oppositional Birth Sign: Spider
Conflicting Birth Sign: Stag
Auspice: The character is protected from the effects of fear and darkness, and fear and darkness based magic; +5 to all saves and can make saves against such affects when they normally are not allowed (base difficulty 20); also, can see at half normal range in all magical darkness’s.

Arithax, the Dragon
Positive Characteristics: A calculated risk taker, diligent, realistic but high standards, a giver of good advice, cautious, scrupulous, a traditionalist, fearless.
Negative Characteristics: Fatalistic, dominated by inner fears, slow to forgive, egotistical, a slave driver and convinced their way is best.
Complementary Birth Sign: Ram
Oppositional Birth Sign: Fish
Conflicting Birth Sign: Horse
Auspice: The character is protected from the effects of heat and fire, and heat fire based magic; +5 to all saves and resistance 10.

Uladel, the Bear
Positive Characteristics: Artistic, romantic and loving, a champion of good causes, intellectual, a good friend, strongly held beliefs, charming, sincere, a sense of fairness, excellent arbitrator and communicative.
Negative Characteristics: Moody, sulky, flirtatious, egotistical, vain, manipulative, overbearing and indecisive.
Complementary Birth Sign: Eagle
Oppositional Birth Sign: Lynx
Conflicting Birth Sign: Bull
Auspice: The character is protected from the effects of mind-affecting magic and abilities (such as charms and compulsions), and strength drain; +5 to all saves and can make saves against such affects when they normally are not allowed (base difficulty 20).

Silrithia, the Serpent
Positive Characteristics: Secretive, self critical, a piercing nature, inquisitive, passionate, persistent and resolute, captivating, vigorous, loving, passionate, sensual, sympathetic and intense.
Negative Characteristics: Jealous, a moody changeable nature, suspicious, sadistic and secretive.
Complementary Birth Sign: Spider
Oppositional Birth Sign: Stag
Conflicting Birth Sign: Wolf
Auspice: The character is protected from illusion and trickery, and illusion based magic; automatically check for disbelief of illusions, +5 to all saves, and +5 on sense motives checks.

Tharos and Markus, the Rams
Positive Characteristics: Curious, without prejudice, broad minded, has a liberal viewpoint, young outlook, inventive, versatile, fast and stimulating.
Negative Characteristics: Easily bored, impatient and moody, anxious, has a dual personality, fickle, non-committal, a tattler or gossip.
Complementary Birth Sign: Fish
Oppositional Birth Sign: Horse
Conflicting Birth Sign: Dragon
Auspice: The character is protected from failure when opposing another and sounds, and sonic based magic (including any bardic ability that uses sound); +5 on any opposed checks (strength checks, grappling, etc…), +5 to all saves and resistance 10.

Liara, the Eagle
Positive Characteristics: Loyal and honest, proud of home and country, lively, hospitable and generous, self sacrificing, responsible, takes others at face value, dignified and friendly.
Negative Characteristics: Uncaring, sulky, smug and boastful, a taker of undue credit, likes to keep up appearances, obstinate, arrogant, wilful and cold hearted when hurt or upset.
Complementary Birth Sign: Lynx
Oppositional Birth Sign: Bull
Conflicting Birth Sign: Bear
Auspice: The character is protected from the effects of air and lightning, and air and electrical based magic; +5 to all saves and resistance 10.

Sabalom, the Spider
Positive Characteristics: Kind, helpful and caring, prefers urban environments, sympathetic to need, intuitive and protecting.
Negative Characteristics: Easily hurt, jealous and possessive, remains insulted, selfish and self centred, inward looking, overbearing, cranky and irritable.
Complementary Birth Sign: Stag
Oppositional Birth Sign: Wolf
Conflicting Birth Sign: Serpent
Auspice: The character is protected from the effects of poisons and diseases; +5 to all saves and resistance 10.

Brynlinia, the Fish
Positive Characteristics: Bashful, mystical, creative, inventive, mindful and helpful of others, a developed sense of compassion and understanding of others, romantic, gentle and kind.
Negative Characteristics: Self deprecating, depressive, too wrapped up in the problems of others, lost touch with reality, self pitying, too dependent.
Complementary Birth Sign: Horse
Oppositional Birth Sign: Dragon
Conflicting Birth Sign: Ram
Auspice: The character is protected from the effects of water and acid, and water based magic; +5 to all saves and resistance 10.

Hllratha, the Lynx
Positive Characteristics: Sensual, inspiring, spiritual, very happy, open and honest, doesn't hold grudges, full of enthusiasm, sees the best in others.
Negative Characteristics: Fears responsibility, noncommittal, impatient, a risk taker and gambler at heart, argumentative, they believe in their talents and are highly disapproving of those who don't.
Complementary Birth Sign: Bull
Oppositional Birth Sign: Bear
Conflicting Birth Sign: Eagle
Auspice: The character is protected from the effects of cold and light, and cold and light based magic; +5 to all saves and resistance 10.

Ilnafi, the Stag
Positive Characteristics: Helpful and gentle with the helpless, empathetic and sympathetic, humane, prefers rural environments, charming and witty, affectionate and dedicated.
Negative Characteristics: Critical of laziness in others, demanding, untidy, somewhat a hypochondriac, moody, eccentric and anxious.
Complementary Birth Sign: Wolf
Oppositional Birth Sign: Serpent
Conflicting Birth Sign: Spider
Auspice: The character is protected from the effects of effects that targets alignments (law/chaos/good/evil), and attacks from plants (spells such as entangle and wall of thorns as well as the attacks of monstrous plants such as Shambling Mounds); +5 to all saves and resistance 10.

D. Determine your Lineage

Lineage is your family history, and relations. Knowing your lineage defines your character’s ancestry, and how that affects you in the present.

2d10 roll Lineage Social Class Modifier
2-3 Notorious -2
4-5 Insidious -1
6-7 Insignificant -4
8-12 Common -3
13-14 Prevalent 0
15-16 Prestigious +1
17-18 Pervasive +2
19-20 Prominent +4
  • A single Player Point may be spent to gain a +1 on this chart.

Notorious: A family that is infamous, disreputable or dishonorable. The local tyrant could be a part of this family, or perhaps long ago this family ruled and mistreated its people. There is no getting around their reputation. People recognize your name and immediately react with anger and distrust.

Insidious: A family line thought to be corrupted, dangerous and perhaps even evil. This could be due to one particular member, such as an evil wizard who terrorizes the surrounding lands and therefore all his brethren are circumspect. You are often the target of hatred and therefore must hide your family name or at least keep hidden your relations.

Insignificant: A family that is inconsequential in number, popularity and importance. The family is small and never did anything worth mentioning. Your character might be the first and best chance for them to rise from ignominy. You will likely be impoverished and will have no influence.

Common: One of an unremarkable family line, neither prevalent nor insignificant in number, neither prestigious nor insidious in popularity, neither pervasive nor insidious in influence, and neither prominent nor notorious in power.

Prevalent: A family that is very widespread, but mostly in the same social Class. Perhaps your family is a well known merchant family with uncles and cousins in every port. You often can find family to aid you throughout your homelands. This extensive family can often offer resources that replace the need for great wealth.

Prestigious: A celebrated and oft times legendary family. This may be due to one particular member or many members. The family could be small or large. You could even be the last of the line. Perhaps you’re the descendant of a legendary hero or even a family of knights. Your ancestry brings you some respect amongst those who know it. You have great influence with those who know your ancestry.

Pervasive: A family that is very large, spread over much of the realm and has members in many different social Classes. The family often has a great deal of influence on local and state level politics. This could be a powerful merchant house that can influence the king and control the flow of important products in and out of major cities. You may have some wealth or influence.

Prominent: A family that is very well-known and of great importance. You may be one of a great wizardry family, a cousin to the king, or even the Prince. You have both wealth and influence.

Lineage can affect your Social Class. Those families that are Pervasive and Prominent are likely to be in a higher Social Class. Those that are Common or Insignificant are likely to be in a lower Social Class.

III. Define your Background

Now you know what race your character was born to and what gifts the gods gave him. So, it is time to decide the details of your character’s life. Where was your character born? Who were his family? Where did he live? Was he wealthy or poor? What did he learn when he was growing up? How did he end up where he is now?
All of these questions can help you better roleplay your character, build a vivid background, and establish details that the DM can use for later adventures. Let’s begin.
Note that in some cases below you will be offered a chart. You have a choice, you may roll randomly on these charts or you may simply select a choice. The DM may limit you, so be sure to consult with him before making final decisions.

A. Homeland

Knowing what race you are, you probably have a better idea of where you are going to be from. Your DM may have already decided where the campaign will start, and therefore might use this as a limiting factor in choosing your Homeland. Example: If the DM is having you start in Kingscrest, Sora, it is unlikely that your Duervan Warrior is from Tharaduum, which is on a different continent. It is far more likely the DM will require him to be from Baraduum or Garaduum, both of which are much closer.
Depending on your race, and sub-race, you should determine where your character is from. Look at the maps, and the descriptions of places in Ch.9 Realms. If you wish, your DM may allow you to create a small town or village in an appropriate area. The DM probably won’t allow you to put a town or village in a place that doesn’t make sense (ie a Grey-Gelvani village isn’t likely to exist anywhere near Kingscrest).
Your character’s place of origin isn’t necessarily where he begins the campaign, but it shouldn’t be too far away without a good explanation.
You can use the following lists to help pick your Place of Origin.

Bamorians: Bamorians are from coastal towns and mountain villages.
The Damorel are usually from Bamoria or Kadoria, but many now are being born in human port cities, such as Camus, Farrelin, Tharthin, Sartha, or even Kamora.
The Kalamor usually come from small mountain villages, though many live in Bamoria and Kadoria as well. A few have traveled to the mountain realms beyond their homeland, and so can be found in small numbers in any of the Duervan mountain ranges (excepting Baraduum, with whom there is a history of war).
The Ubradar are almost exclusively from Ubaragom or villages near there. Rarely, they travel to Kadoria for trading, and so some have been from that city.

Duervar: The Duervar generally stay in the place of their family’s origin, or return there to settle down.
The Duumdravar are from the high mountains, and deep beneath them in their strongholds, so can be found in any of those great Holds (Baraduum, Duraduum, Garaduum, Mordraduum, Nordraduum, Tharaduum, or Valdraduum).
The Bormdravar build settlements above ground, near mines in the hills of their homelands. Because they are lesser in number they have many small villages and so there are few Bormdravar Holds (Bormfeld, Gildaborm, Nordraborm, and Radaborm).
The Keldravar are far more likely to be found beyond the mountains and hills. There are few permanent Keldravar Holds (, ), most living amongst other races or in villages of their own. It is not uncommon for any Duervar to live amongst humans, though they don’t often have families there.
A few Duervar live amongst the Bamorians in the Kalamak Mountains and some are known to live among the Folkin and Gnomes.

Duneimen: The most broadly spread race, the Duinemen are found across the face of the world. Depending on the sub-race they can be found nearly anywhere, but almost never live amongst other races. Most Duinemen live in towns and cities on the edges of rivers, lakes and oceans. Very few have settled in more exotic locations.
Verosians are, of course, spread across all of Verosia and into Old Camus. They have mingled enough that they can be found in almost all other human cultures. They are rarest in Shuro-Tahn.

The Mikanians are generally only found in their ancient city of Kal-Mikan, though some reside in Kamora or even Moar (specifically, Acari and Tharthin). Those found elsewhere are few and far between.
The Kamorans are found mostly in Kamora, though they have spread to many of the other parts of Verosia and even into Sora in small numbers. Rarely are they found in non-human settings. Some have traveled to Shuro-Tahn and can be found there.
The Ryoshans are almost exclusively found in their land in the south, called Shuro-Tahn, though some have remained in or come across to Verosia and live in small numbers in those cities. Kamora has the largest Ryoshan population in all of Verosia.
The Skarrels are primarily found in the Skarrellands, though there are many living amongst the Sorans. Few have traveled to Verosia. Some are found amongst the Valdar, in Valderheim, since the two cultures have often met (though they are often at war).

Folkin: The Folkin have a strong drive to return to the place of their birth to begin a family. Only rarely do new settlements take a foot hold, and only if there is no means to return to their old home. Because of this most Folkin are from one of the three main Folk Lands; Homestead, Devinhill and Southfar. Some Folkin have found home in human towns and cities, but very rarely have they actually had families outside their own Folk Lands. That said, young Folkin men and women are often taken by a wanderlust and set out to explore the world around them. Those particularly curious often go far beyond any known borders and may find themselves in almost any land.

Gelvani: All Gelvani claim their homelands to actually be an Eternal Realm called Arvanis, but the fact remains that all those living today were born upon the mortal world, most in the forest realms called the Gelvanmyr. Some Gelvani races claim they never travel beyond their forests, unless provoked, such as the Grey-Gelvani. Despite this, though, settlements of all the Gelvani races have sprung up in various parts of the world.
Que-Gelvani are the most populous and most curious of the races, the Que-Gelvani are much more likely to live amongst humans and other races. Usually, though, they are found only in Mirivia.
Drey-Gelvani are less likely to travel beyond their forests, but have been known to appear in human cities and towns. Almost all Drey-Gelvani are from Shanothyr, though they could be from any of the Gelvani forests except Metanmyr, home of the Grey-Gelvani. To date the only Drey-Gelvani settlement outside of Gelvanmyr, though, was Dreyvanmyr and it was destroyed by the Barukar. Drey-Gelvani do not like to live amongst humans and other such races.
Grey-Gelvani are the most xenophobic of all races. They don’t hate or despise other races, but they believe them inferior and therefore treat them with very little respect. Grey-Gelvani do not establish families outside of their cultural homes, so any who do live in human realms or even Mirivia are usually single and not seeking companionship. Grey-Gelvani almost all live in Metanmyr, most in the city of Metyrnia.
Seyl-Gelvani are the least likely to be found beyond their borders. No Seyl-Gelvani purposefully lives beyond the Gelvani forests, and few actually adventure beyond those borders. Seyl-Gelvani can be found in all the Gelvanmyr as well as in the great forest realm in Old Camus they rule exclusively called Sylvanmyr.

Gnomes: The Gnomes, like most of The Fey Kin, stay hidden from the mortal world. They tend to live in forests, or high in mountains, avoiding human civilization and seeking quiet peaceful lives. However, there are also a great number of Gnomes who have adapted to life upon the Mortal Realm and have begun to accept their lot in life. They have come to live with the Humans, Gelvani, Folkin and even Duervar, so long as they can prove their worth. In that light, Gnomes often seek to contribute to the civilization they are living amongst. They may open a business, or offer a service not available from anyone else. Their natural Chicanery can also make them a valuable asset to any community, if they choose to use the power.

Keid: The Keid are reclusive and well hidden. Being that most live in small clans or are solitary, they usually find themselves on the fringes of most great societies. However, since some Keid are born not knowing what they are, they could easily settle into a human, Gelvani or other city and not find out the truth of their nature until they reached puberty. Any Keid, though, eventually feels the need to return to nature. Thus, most Keid live in the wild and avoid great ciites.

Liehemen: The “half-races” are usually only found in Human society. Rarely has one returned to the race from whence their other parent arises, but often their kind is not tolerated. Liehemen can, though, be from almost any culture.

Valdar: The Valdar are usually only found in Valdarheim or along the coasts of Old Camus and the Ogre Kingdoms, where they tend to have a few settlements. Some Valdar have traveled to Kadoria and lived there for some time.

B. Determine your Social Class

Social Class defines your family’s standing in the community that they live. You may or may not have the same Social Class as your family, though, so if you decide that you are in a different Class simply roll (or choose) twice, once for your family and once for you. Example: Your parents may have been poor farmers, but you were chosen to join the Priesthood at an early age and, through years of training, are now a person of some importance in the local church. Your family Lineage has a significant affect upon your Social Class, but having a “Prominent” family doesn’t guarantee that you too will come from Upper Class. You may be from a much poorer branch of the family, or perhaps, like many nobles, you’ve lost your fortune and only hold the title.

Each culture and society has its own categories of social classes, but as you read about them they will be referred to as falling into one of these categories.

Chart - Social Class
2d10 roll* Social Class Wealth Modifier Duty Modifier
2 Lower-lower Class -4 -4
3-8 Upper-lower Class -2 -3
9-12 Lower-Middle Class 0 -2
13-16 Upper-middle Class +2 -1
17-19 Lower-upper Class +4 +2
20 Upper-upper Class +6 +4
  • Remember to add the lineage modifier; A single Player Point may be spent to gain a +1 on this chart.

Lower-lower Class: This includes everyone at the bottom of the social strata, from beggars and thieves, to indentured servants. In very poor societies the common person falls into this Class, living in an impoverished state.

Upper-lower Class: Laborers, farmers, serfs and any others who work and make barely enough living to support a meager and humble lifestyle. In most societies the common person falls into this Class.

Lower-middle Class: Low ranking officials and laborers who are paid better than most. Those in this class make enough money to support their family but never any luxuries. In wealthy societies, the common person falls into this Class.

Upper-middle Class: Merchants, clergy, ship captains and others whose income is more than enough to support themselves and whose work leads to others being able to work.

Lower-upper Class: Wealthy Merchants, Lords, High Priests, and anyone else who has superfluous wealth and high level connections.

Upper-upper Class: Nobles, Royalty, the High Priests of an entire faith (such as the High Lord of the Holy Crown of Thamor), or anyone else with huge power, wealth and influence in the area.

In some instances Social Class may change as your character develops. For example, if you choose to play a Wizard in Tharthin you are automatically at least Upper-middle Class. Note your Social Class at the time before you joined the wizardly orders, though, to determine your Wealth. Any increases in Social Class after this will not affect your Wealth.

Each society (racial and cultural) sees social classes in a different light. A priest may be Upper-Middle class in Rona, but is guaranteed to be Upper-Upper class in Bamoria. For a specific description of each social class related to race and culture, see those races and cultures.

C. Determine your Wealth

Social Class helps determine a character’s wealth. According to the Player’s Handbook, Character Class is used to determine “starting gold”. That is still true, but “starting gold” is the value of equipment the character attained as part of his training. It assumes a certain base level of personal wealth, but doesn’t take into consideration characters of significantly poor or prosperous backgrounds. After determining your Social Class, roll on the following chart, adding or subtracting the given modifier. This is the wealth your character begins play with and any wealth you earn from your class is added to this. Your DM may also just assign you a Starting Wealth.
Starting Wealth: This is the wealth you begin with, and reflects the amount of funds your character has in hand or in a trust from his source of wealth. You must decide how you earn your wealth.
Resources: Resources are the wealth the character can access on a monthly basis if he stays within contact of the sources of his wealth. The DM should determine when, if and how a character can access his resources. The DM will also decide if such resources accumulate while the character is away (a job obviously won’t continue to pay if the character isn’t there to work, but a family trust fund might).

2d10 Roll* Wealth StartingWealth/Resources
2 Impoverished 1d4gp (3)/ 1d4gp (3)
3-8 Poor 5d4gp (15)/ 3d4gp (9)
9-12 Comfortable 5d4x5gp (75)/ 4d4gp (12)
13-16 Prosperous 5d4x10gp (125)/ 1d4x5gp (15)
17-19 Wealthy 5d4x20gp (250)/ 1d4x10gp (30)
20 Rich 5d4x40 gp (500)/ 1d4x10gp(30)

*Modify this chart based on your Social Class; A single Player Point may be spent to gain a +1 on this chart.

Impoverished: You are very poor. You either earn your income in some of the most menial jobs, bounce from job to job, or you beg for it. No matter what, its never enough to truly support you. In order to accrue resources you must find a steady job. Thus, it is unlikely an adventuring character from an impoverished background will accrue resources.

Poor: You are from a poor family, and they cannot help you financially. You may have a job, but it pays little. You may, though, be a member of a church, or other organization who provides you a place to live and eat but pays you very little in the way of a stipend. If your income is due to a job you probably cannot accrue resources while out adventuring. If it is the result of a stipend, the DM will decide if your organization would give you your stipend if you are not on grounds.

Comfortable: You make enough to support yourself and maybe even a family, providing room, board and most basic essentials. This could be the result of a fair paying job, a small but reliable trust fund, or a decent stipend from another organization. Trust funds and stipends usually do accrue resources while you are away, but may not be easily accessible. Resources from a job are usually only available if you work. If you are self-employed you collect your resources only if you actually worked.

Prosperous: You have enough income to easily support yourself and family, and can even splurge. Like comfortable, your income may come from a job, a trust fund, or a stipend, and the DM will determine how and if you can accrue your resources.

Wealthy: You are very prosperous. This is either the result of a high ranking position that pays very well, a wealthy family, or a successful business that doesn’t always require your direct influence. In most cases you will accrue your resources monthly without direct action on your part, but you must still collect which usually means going to a bank.

Rich: You have a great deal of personal wealth and do not need to work. If you do work it usually won’t change your resources. If this is due to your family’s wealth you may have been given some initial wealth and a monthly stipend, but you must access that stipend somehow to gain it. Otherwise it just accrues. If this is due to your own personal actions or wealth, it is up to you how you distribute your monthly resources to yourself.

III. Training and Education

Now that you know where your character comes from, you must make choices of how your character lived his life. How did he spend his Youth? Did he go on to complete an Apprenticeship? Did he complete the requirements to become a Wizard, Druid or Fighter? Considering all of this, what will your character’s attributes be?

A. Youth and Duty

Your race, culture, lineage and social class all have some effect on how you developed in your early years. In your Youth years (for humans, ages 8-11) your character begins developing skills and knowledge specific to him or herself. Did you learn to hunt and gather, become a farmer, apprentice for a trade skill, attain a formal education, or were you confined to poverty in the streets? What morals were instilled in you? Did you learn to read and write? Some cultures have different duties that young men and women must take on in their Youth. During these early years children often begin learning basic skills, and though the money they earn usually goes right to their families or simply pays their room and board, their real reward is a skill-set that can lead to success later in life.
Depending on race and social class, your character may have started into duties at a very young age. Your character might have been working in the fields, running errands for the family business, serving in a greater household, training under a master, or receiving a formal education. Some duties are performed at home, but many children actually go to live with relatives, wealthy merchants or even nobles in the city (such as a Lady’s maid for the local lord’s daughter, or as the Page for a local lord’s son). In a few cases the character might have been selected at an early age to enter an existing order or guild (such as a Neonate in the Ronan Church, or a Wizard’s Servant for the Wizardry towers). While the children of some lords and kings never have to work, it is actually to their advantage to learn some skills early on, so most send their children into some sort of service or tutelage.
Taking on a Duty is a chance to learn a bit about a couple more specialized skills and better define your background. Below is a list of common duties given to young men and women. If you come up with one not listed, just ask for DM approval and help developing a short list of appropriate skills (usually this includes 2 trained skills).
Finally, be sure your selection suits the character you will be playing. It might not make sense to play a Page who will become a Barbarian, a Dwarf that begins as a Initiate, or a Prince who begins as a Beggar; although all of those are possible.

2d10 roll* Duty: Skills
1. Street Rat: Knowledge (Street), Gather Information, Perception, Sleight of Hand, Stealth
2. Beggar: Knowledge (local), Gather Information, Perception, Stealth
3. Hunter/Gatherer: Craft (bow, simple weapons), Knowledge (nature), Perception, Stealth, Survival
4. Farm Hand: Profession (farmer), Knowledge (nature), Ride
5-6. Craft Assistant: Appraise, Craft (any; such as baking, blacksmithing, brewing, clothmaking, cooking, metalworking, milling, silkmaking, weaving and winemaking)
7-8. Shop Servant: Appraise, Craft (any), Literacy, Profession (Merchant)
9. Groom (stableboy): Handle Animal, Profession (horse trainer), Ride
10. Maid: Profession (Lady’s Maid, Housemaid, Scullerymaid), Knowledge (nobility, royalty), Literacy, Perception, Stealth
11. Porter: Knowledge (local), Open Lock, Perception, Stealth
12. Valet: Diplomacy, Craft (clothing), Knowledge (nobility and royalty), Literacy, Perception
13. Entertainer: Literacy, Perform, Perception, Stealth
14. Formally Educated: Knowledge (any), Literacy, Speak Language (any)
15. Scribe: Decipher Script, Knowledge (various), Literacy, Speak Language (various)
16. Initiate: Knowledge (arcana), Literacy, Spellcraft
17. Nurse: Heal, Literacy, Profession (Nurse)
18. Alter Boy/Girl: Knowledge (religion), Literacy, Speak Language (Gods’ Tongue)
19. Privately Tutored: Diplomacy, Knowledge (any), Literacy, Speak Language (any)
20. Page/Squire: Handle Animal, Knowledge (chivalry), Literacy, Ride
21+ Noble: Diplomacy, Knowledge (nobility and royalty), Literacy, Perform, Speak Language
  • Remember to add the Social Class Modifier; A single Player Point may be spent to gain a +1 on this chart.

Duty and Skills
Beginning Skills:
When selecting your Duty, you receive a number of skills you are considered "trained" in and may used skill points towards these. Skill points are earned as referred to in Aging. You are considered trained in the rudiments of these skills, and may apply one skill point to each class. Any extra skill points should be saved. Any Trained Skills not listed that you wish for your character to gain at this point will require a logical explanation and need GM approval. All characters are assumed to be able to speak the language of their own land or people.

New Skill
Literacy: (Int) Literacy is the basic ability to read and write. Everyone must learn to read and write, and this is usuall learned early on. Any duty with Literacy listed gains this skill automatically (it has no skill points or rank associated with it). Any character without Literacy listed can spend 2 Skill Points to purchase this skill.

B. Apprenticeship

In most societies, when one comes of age they are chosen for an apprenticeship. This usually means entering into the detailed training of your profession. When your character came of age (for humans, usually around 12), what profession was he chosen for? Did your character begin a trade skill, take over greater responsibility on the farm, or join a Wizardly Order? Did your character begin learning how to become a great leader, or perhaps was accepted as an Acolyte for the Church? If you continued your formal education, was it towards a specific goal, or perhaps learning the more difficult responsibilities of being a ruler? Whatever the path, you need to decide if your character took on an apprenticeship and if so what this meant.
An apprentice earns his living while training and may even attain an income for the work he does if his master is generous. Sometimes, though, he must also support himself, which means paying room and board to his master. Most apprentices start with some core equipment earned as part of his training. This is considered to be paid for by the character’s wealth, and also may reduce Starting Wealth of the 1st level class chosen. Even slaves could gain apprenticeship (usually, but not always in a craft skill), but are never paid for their work. If the character was a slave, he should always start with no equipment or coin in pocket.
Apprenticeship is sometimes important to prepare a character for attaining true rank within his profession or order. Without this training it can be far more difficult to join the ranks at a later time.
Following are a listing of some generic Apprentice Classes. There are many more specialized Apprentice Classes described later, in Prestige Classes. Your Apprentice Class is essentially your character at level 0. Therefore, the benefits of the Apprentice Class can somewhat restrict the benefits you gain from your actual character class. For example, you begin with some skill points, but these are subtracted from the skill points earned from your Character Class. You might also begin with a Feat, but this is essentially your 1st Character Level Feat (you just gained it early).
You may use Apprentice Classes as a means of running a 0 level campaign; that is, a campaign where the characters start at level 0.
Your Duty from the section above can affect the likelihood of your character entering a particular Apprentice Class. Even so, your Apprentice Class should be chosen, not randomly rolled. Thus, it is up to you and your DM to decide what Apprentice Classes are available to your character, and how you ended up in that position.

Apprenticeship Class Title
All Apprentice classes are described here after with these categories. Beneath each apprentice class is a listing of the pre-requisites a character must have in order to attain the Apprenticeship and the benefits received. If an attribute is listed, the character’s current score (usually at Youth) must be considered.
Class Availability: These are the classes the Apprenticeship is designed to lead the character into (if any). You don’t have to take one of these classes, but if you don't you must still serve the "Years in Training" required for that class.
Years in Service: The number of years it takes to earn adequate skill in that apprentice class (modified by race). If you select a class from the "Class Availability" list these years lead towards that class. If not, you must still serve the "Years in Training" required for that class.
Class Features: This category lists restrictions or benefits that are part of this apprenticeship. Once the character completes his apprenticeship he could choose to ignore the restrictions, but doing so also causes the loss of the benefits.
Base Attack: Except the Recruit, all Apprentice Classes start with a Base Attack 0. The Recruit starts with a Base Attack of 1, but this does not stack with Base Attack Bonuses attained through leveling (a Recruit who becomes a first level fighter still only has a Base Attack Bonus of +1).
Saving Throws: All Apprentice Classes have a set of base Saving Throw modifiers (these are added to any modifier attained through levels).
Weapon and Armor Proficiencies: A listing of the weapons and armor the character is trained to wield. Having this Apprentice Class means the character starts with these proficiencies no matter what the actual character class is.
Attributes: This is a listing of attributes that the character must raise during the years while the character trains. See Attributes at the end of Step 3.
Class Skills: All Apprentice Classes grant the character a number of class skills. As with all class-skills, the character is considered trained in these skills and gains a +3 bonus. This bonus doesn't stack by taking another class with this skill listed as a "Class-Skill". During this time the character may also attain skill points as detailed in Aging. Any skill points gained through aging are considered part of the set of skill points awarded when the character picks his class. Those spent should be subtracted from the class total at 1st level.
Bonus Languages: Some Apprentice Classes teach the character a language specific to their training.
Starting Feat: Some Apprentice Classes teach the character a feat. This is not a bonus feat, but rather the feat the character would normally earn at 1st level. It is, in a way, a restriction, as is it forces the character to spend their 1st level feat on this particular feat.
Class Ability: If the Apprentice Class is used to train the character for a particular Character Class, then there may be a special ability associated with it. These benefits usually mimic the special ability of that class, and if the character goes on to take the class these benefits do not stack.
Restrictions: There may be some restrictions the character must meet in order to retain the Class Ability gained. If the character chooses not to suffer these restrictions then he can, but he loses the "Class Ability" as well.
Starting Equipment: The equipment the character attains during his training. This usually is no more than 150 gp in value.

The following is a list of the common Apprentice Classes:
Acolyte (cleric, druid) any formal apprenticeship where a character learns a method of divine spellcasting.
Craftsman (craftsmen, rogue, fighter) anyone learning from a master of a particular craft skill; includes farming and blacksmithing
Woodsman (ranger, barbarian) anyone who must learn how to survive the rigors of nature as part of their daily life. Includes hunting and gathering.
Intern (professionals, rogue) anyone learning from a master of a particularly erudite knowledge or skill
Musician (bard) anyone trained in musical skill, and if possessing the talent could become a Bard.
Neonate (wizard) any formal apprenticeship where a character learns a method of arcane spellcasting.
Neophyte (prophet, shaman, sorcerer) any informal apprenticeship where a character hones an innate magical ability
Recruit (fighter, paladin) anyone who joins an organized troop to learn how to fight
Squire (fighter, paladin) anyone who serves a Knight as his personal assistant and learns his skills and code
Thief (rogue) anyone who joins a Thieves’ Guild or trains under a particular thief

Apprentice Class Full Descriptions:

While each order might have different titles for this position, Acolyte is the term used here to describe the entry level position in an organized religion. Acolytes are given the basic knowledge, skills and equipment to begin their pious pursuits. An Acolyte usually begins as a Neonate, but not always.
Abilities: Wisdom 9+
Class Availability: Cleric, Druid, Monk
Years in Service: 7-Int Mod (min 2)
Class Features:
Base Attack: 0
Saving Throws: Fort +0, Ref +0, Will +1
Weapon and Armor Proficiency: none
Attributes: Wis, Cha
Class Skills: Concentration, Knowledge (religion) (Int), Literacy, Spellcraft
Bonus Languages: Druid druid’s speach; Cleric or Prophet god’s tongue
Starting Feat: none
Class Ability:
Cleric/Druid, Divine Spell Casting: As an Acolyte the character has the spell-casting ability of a 0 level character.
Monk: Unarmed Strike.
Restriction, Religious Tenants: An Acolyte must follow the tenants of his religion.
Starting Equipment:
Vestments: An Acolyte begins play with the garments of his order, and a valuable holy symbol (25gp value).
Canon or Scrolls: An Acolyte begins play with a Book or Scrolls that contain the important religious works, writings and special prayers of the faith (25gp value).

There are many crafts, but some are so complex that it requires years of training to attain even rudimentary skill. These skills require the character to enter into an apprenticeship. The Craftsman’s Apprentice usually serves his master for many years before attaining the skills great enough to earn the status of Journeyman. At the end of the Apprenticeship, there is a test, normally presented by the Guild. If the character passes it he is made a Journeyman and his prior master must give him the tools he needs to perform his job duties. The Guild then usually sends him to a place in need of his skills. If there is no guild involved the Master gives the test, determines if it is passed, and either sends the character on his way, or gives him a job within his business.
Abilities: Intelligence 9+
Class Availability: Fighter (Weaponsmith, Armorer), Rogue
Years in Service: 7-Int Mod (min 2)
Class Features:
Base Attack: 0
Saving Throws: Fort +0, Ref +1, Will +0
Weapon and Armor Proficiency: none
Attributes: Int, Cha
Class Skills: Appraise, Craft (up to two crafts), Knowledge (business, other related areas), Literacy
Starting Feat: Skill Focus (3 bonus on all checks with chosen craft skill)
Class Ability: None
Restrictions None
Starting Equipment:
Tools: A Craftsman begins with the tools necessary to perform his trade, but not a workshop (up to 55 gp).

There are many professions that require many years of training before your knowledge is adequate to earn a living in this field. An Intern enters into this tutelage at a young age and given time, with great willpower, he or she could attain the knowledge to be successful as an adult.
Abilities: Wisdom 9+
Class Availability: Rogue
Years in Service: 6-Int Mod (min 2)
Class Features:
Base Attack: 0
Saving Throws: Fort +0, Ref +1, Will +0
Weapon and Armor Proficiency: none
Attributes: Int, Wis
Class Skills: Appraise, Knowledge (business, other related areas), Literacy, Profession (any, max rank 5)
Starting Feat: Skill Focus (3 bonus on all checks with chosen Profession or Knowledge skill)
Class Ability: none
Restrictions: none
Starting Equipment:
Materials: A Professional begins with the materials and equipment needed to find work in his or her field of study (up to 50 gp).

Talent is one thing, but it takes a great deal of effort to become a true musician. Musician’s must learn a written language far more complex than many other languages, and learn how to play multiple and difficult instruments. Anyone with a bit of talent can learn an instrument or two, but a Musician is formally educated in many. When Talent and Skill are combined, incredible things are possible. A Musician with the True Pitch Gift can attain the ability to create magical music (see Class Ability below).
Abilities: Charisma 9+
Class Availability: Bard
Years in Service 5-Int Mod (min 1)
Class Features:
Base Attack: 0
Saving Throws: Fort +0, Ref +1, Will +0
Weapon and Armor Proficiency: none
Attributes: Dex, Cha
Class Skills: Craft (musical instrument), Knowledge (music) (Int), Concentration, Literacy, Perception, Perform
Bonus Languages: none
Starting Feat: Skill Focus (3 bonus on all checks with Perform skill)
Class Ability: Bardic Spellcasting If the Musician took the “True Pitch” Gift, then the Musician also gains the arcane spell-casting ability of a 0 level Bard.
Starting Equipment:
Musical Instrument and Music: A Musician begins with a fine musical instrument of choice as well as a series of scrolls of written music (up to 100 gp value).

Wizards and Wizardly order often take in young men and women with promising potential. They call them Neonates and they teach them all about arcane magic. The track is long and difficult, but in the end success comes with the advantage of having such magical prowess that others can only dream of.
Abilities: Intelligence 9+
Class Availability: Wizard
Years in Service: 8-Int Mod (min 3)
Class Features:
Base Attack: 0
Saving Throws: Fort +0, Ref +0, Will +1
Weapon and Armor Proficiency: none
Attributes: Dex, Int
Class Skills: Concentration, Knowledge (arcana) (Int), Literacy, Spellcraft
Bonus Languages: Maegicus
Starting Feat: none
Class Ability: Arcane Spell Casting As a Neonate the character has the spell-casting ability of a 0 level wizard.
Restrictions: A Neonate has no time to fight with swords and wear armor. Thus, he can not begin with weapon or armor proficiencies.
Starting Equipment:
Vestments: A Neonate from a Wizardly Order will begin with the proper garments the Order wishes them to wear, usually a robe, belt of pouches, and tall soft boots (25gp value).
Spell Book and Components: A Neonate will always begin with a book of spells. If part of an Order, this will be a predetermined list of spells in a new book, but if apprenticed to a particular master, the character usually inherits an older spell book (see Wizardly Orders. The Neonate also begins with a belt of pouches full of all the components necessary to cast most of his beginning spells (components of nominal value, or minor value only) (50gp value). Note: Some Orders have a particular list of other equipment they grant to Neonates.

Some are born with a gift to manipulate the world around them, a talent to tap into the force of creation, a connection with the spirits of nature, or an ability to foresee the future. Those gifted with one of these innate powers often need guidance to master it, and masters are often seeking others as gifted as they to pass on their knowledge to. These apprentices are referred to as Neophytes, and they spend years honing their talents.
Abilities: Prophet Wisdom 9+; Shaman Charisma 9+; Sorcerer Charisma 9+
Class Availability: Prophet, Shaman, or Sorcerer
Years in Service: 4-Int Mod (min 1)
Class Features:
Base Attack: 0
Saving Throws: Fort +0, Ref +0, Will +1
Weapon and Armor Proficiency: simple melee weapons
Attributes: Con; and Cha or Wis
Class Skills:
Prophet: Concentration, Knowledge (religion)
Sorcerer Concentration, Spellcraft
Shaman: Concentration, Knowledge (spirits), Knowledge (nature)
Starting Feat: none
Class Ability: Arcane or Divine Spell Casting As a Neophyte the character has the spell-casting ability of a 0 level prophet, shaman or sorcerer.
Restrictions: none
Starting Equipment:
Simple Weapon: A Neophyte will begin with at least one simple weapon given him by his master (25gp value).

A recruit is a young man or woman commissioned into a fighting group, or trained under a master. Most recruits are training to become town guards, civil guardians, or worse, soldiers. Some, though, are training to master their skill at arms. Most Recruits serve their time as soldiers for some time, and thus are able to keep some of those belongings gifted to them.
Abilities: Strength 9+
Class Availability: Barbarian, Paladin, or Fighter
Years in Service: 3-Int Mod (min 1)
Class Features:
Base Attack: 1
Saving Throws: Fort +1, Ref +0, Will +0
Weapon and Armor Proficiency: All simple and martial weapons; shields; heavy and medium armor.
Attributes: Str, Con
Class Skills: Handle Animal, Knowledge (local), Literacy, Ride, Perception
Starting Feat: none
Class Ability: none
Restrictions: none
Starting Equipment:
Vestments: A Recruit begins with the necessary vestments to serve his duty for the local lord (25 gp value).
Weapons and Armor: A recruit will begin play with a one-handed martial melee weapon, light or medium armor, and a shield (up to 150gp value).

A Squire is the personal assistant and responsibility of a Knight. Most knightly orders require the Knight to train a squire to tend his horse, keep his weapons and armor, and prepare him for battle. But, the Knight also must teach the Squire how to fight, read, write, and make sure he knows their code and other important knowledge. A squire usually begins as a Page, but not always.
Abilities: Charisma 9+
Class Availability: Paladin, Fighter, Cleric.
Years in Service: 5-Int Mod (min 2)
Class Features:
Base Attack: 0
Saving Throws: Fort +1, Ref +0, Will +0
Weapon and Armor Proficiency: All simple and martial weapons; shields; heavy and medium armor.
Attributes: Str, Cha
Class Skills: Handle Animal, Knowledge (religion), Knowledge (chivalry), Literacy, Ride
Starting Feat: none
Class Ability: Detect Evil As the Paladin ability, and this may be changed to Detect Good if the DM feels it is appropriate. If the Squire becomes a Paladin this benefit is the ability of the same name (doesn’t stack).
Alignment: Lawful
Code of Conduct: A Squire must follow a Knightly Code and must always serve his knight.
Associates: A Squire must not associate with anyone who behaves in total contradiction of his Knightly Code.
Starting Equipment:
Vestments: A Squire begins with the necessary vestments to serve his Knight when attending religious and secular events (25 gp value).
Weapons and Armor: A squire will begin play with a one-handed martial melee weapon, light or medium armor, and a shield (up to 150gp value).

There are many thieves guilds in this world, and most are dangerous places. Young men and women, especially the poor, often resort to petty theft when they are young to survive and if they are any good they are usually picked up by local thieves’ guild. The Guild gives them protection and a home, but exacts a heavy tax from their spoils.
Abilities: Dexterity 9+
Class Availability: Rogue
Years in Service: 4-Int Mod (min 1)
Class Features:
Base Attack: 0
Saving Throws: Fort +0, Ref +1, Will +0
Weapon and Armor Proficiency: none
Attributes: Dex, Int
Class Skills: Appraise, Climb, Disable Device, Hide, Listen, Move Silently, Open Lock, Search, and Spot
Starting Feat: none
Class Ability: none
Restrictions: Must pay a tenth of the value of all stolen items when in the same city as the Guild. Must always, otherwise, answer to the Guild.
Starting Equipment:
Thieves Tools: A thief always begins with basic thieves tools (30 gp value).

Many cultures have specialists who hunt the wilds and protect the land, such as Wardens. These woodsmen often take in young men and women who demonstrate the knowledge and wisdom to learn how to track and hunt while respecting nature. Note that "woodsman" is a general term, and does not require the character have been raised in a forest. The character may have been raised in a desert (dunesman), plains (plainsman), mountains (mountainman), or other such environment.
Abilities: Wisdom 9+
Class Availability: Barbarian, Fighter, Ranger, Rogue
Years in Service: 4-Int Mod (min 1)
Class Features:
Base Attack: 0
Saving Throws: Fort +1, Ref +0, Will +0
Weapon and Armor Proficiency: simple melee weapons; light armor; martial ranged weapons
Attributes: Str, Wis
Class Skills: Craft (bowmaking or simple weapons, as appropriate), Handle Animal, Knowledge (nature), Perception, Stealth, Survival and Swim
Starting Feat: Track
Class Ability:
Barbarian: Fast movement
Ranger: Animal Empathy
Barbarian: Illiterate (cannot purchase the literacy skill during character creation).
Ranger: Code of natural ethics (devoted to the protection of nature).
Starting Equipment:
Bow or Spear: A woodsman begins with either a hunting bow (Short bow) or spear (35gp value); the GM may alternatively exchange this for a different weapon designed for hunting if he sees fit.

Apprentice Class Spell Casting Ability
Apprentice Class 0 1st
Acolyte *** 2 1
Neonate ** 2 0
Neophyte* 4 2
  • Neonates start knowing the same number of spells, just limited in the number cast per day.

Known spells will be based on the type of Wizard School the character is attending, or his master.
* Domain spells only

Other unique Apprentice Classes:
Squire in the Holy Order of Thamor (see Knights of Thamor)
Gelvani Homeguard
Duervan Forger

F. Character Class

Now that you know what race you have chosen, selected a Gift, decided your social Class, developed your Youth years, and attained your apprenticeship you are ready to decide the final chapter in your character’s backstory: your Character Class. The class you choose is the culmination of all decisions before now, which have determined what options are available for you. So, it is time to decide what class you will play. Though choosing a class is really the last thing your character did, it may have been the first thing you did. That’s fine, because doing so may help you establish your character’s background and motives. In fact, you may have selected your Youth and Apprenticeship with a particular class in mind. If so, you are on the right track. If not, the following descriptions will help you make your decision.

If you choose a class on your “Class Availability” list of Apprenticeship, simply add 1 year to your Starting Age (modified by race) to reflect your last year of Training towards your Character Class.

If you choose a class that is not on the “Class Availability” list of your Apprenticeship, or if you decided to forgo an Apprenticeship, that is fine. Just check the "Age" section below for “Base Years in Training.” section below to see how many years it took you to attain 1st level in this class.

There are a great variety of peoples in the world of Naeja. Everyone has his or her place in life. Amongst the common people there are blacksmiths and bakers, butchers and farmers. Amongst those who seek a life of adventure there is also such diversity. There are fighters and rogues, wizards and clerics. So, it becomes important to discuss how each of them fit into the common society of the world, and the rules governing them in the game.


Those bloodthirsty warriors of the wilds called Barbarians can be found all over Naeja. From the savage orc clans of the Ogre Kingdoms to the desert nomads of Vas-Meknor, Barbarians are found in almost all primitive societies. However, they can be found in fairly modern societies as well. The Skarrels have access to armor and weapons of steel and have learned much from the Ronans, but barbarians are still very common amongst them. There can be no preconceptions of a society with barbarians, but barbarians themselves have many traits in common. They are masters of their environment, stouthearted warriors, berserking mad men, and either unstoppable heroes or rampaging marauders.
Most commonly barbarians come from the races of the Ogre Kingdoms (Orcs, Hobgoblins, Ogres, Ogrek), from the “less-civilized” human societies (Skarrels, Kamorans, Azura) and from the more shamanistic races (Bamorians and Lacertu).

It is said there is magic in the harmony of music and it is true. However, not just anyone can control the forces of the world by humming a few bars. It takes incredible talent and finely honed skill. These are the bards. Almost any race or culture that has music has the potential for bards. However, they are most common in societies that both accept magic and consider music as a cultural priority. While most bards are of the fashion that uses lutes, lyres and flutes with an accompaniment of voice and drums; there are those who use chants, dance or even whistling to focus their powers. Whatever the means to their end, bards in all societies are very charismatic and use their talents to influence their audiences, be they allies or enemies.
Bards are very common amongst both human and gelvani races, and while each culture has a very different take on music, it is integral to almost all of their peoples. Dwarves, gnomes and bamorians do not commonly have bards, but those that do exist in their society are often well appreciated. Dwarves have their Chanters and Drummers; Gnomes and Folk have their Rhyming Riddlers and Whistlers; and Bamorians have their baritone voiced Choirs. Even Lacertu have some Bards, but it is said that if you are not one of them you would never want to hear them sing, or should we say, “screech”.

Clerics represent organized religion. They are direct servants of their deities, and are trained in all rituals and prayers needed to summon the power of such divine beings. Some clerics serve an entire pantheon, while others serve a single god. In almost all races and societies you will find clerics. They may be shamanistic or even hidden cults, but they are always present. The influence of the divine powers is in every facet of the world. These deities will do what they can to keep their worshipers alive and spread their influence, so clerics not only guide their people spiritually but also in war and provide them healing for their not-so-mortal wounds.
Clerics are found in all cultures and races.

Druids are a very rare and specific religion. In general Druids are worshipers of nature, and not deities; however, deities are part of the natural order of things so they do believe in gods and often serve them. In the world of Naeja there are only three cultures that have druids.
In ancient times, the humans now called the Skarrels and Ronans were all druidic. Even now, their religions are deeply rooted in those ancient beliefs. The Druids of Naeja are not only still present but have been gaining power in the Age of Darkness. What more, the Elder Elemental God has druids as well, who serve the raw forces of nature, unbridled and terribly destructive. These two orders of druids battle each other to assert their own natural “balance” to the world.
Gelvani also often have druids amongst them, mostly amongst the Sylvana-Gelvani, or wild elves. They, however, serve Gelthena, who is their goddess of nature.
The last order of Druids are those of the Lacertu who, though most are clerics, do have a nature god and serve that deity in much the same way other druids serve their gods.
Fighters are found everywhere and in every society. It may sound cliché to say so, but Fighters are the main stay. They are, by most standards, the default class. If you don’t use magic, divine or arcane, and you don’t have some special connection to nature or hone skills specific to tasks such as thievery or martial arts, then you are probably a fighter.
Fighters are found in every race and culture, and in many different forms.

Monks are both masters of body and mind. They are one with their physical and spiritual form and therefore focus upon philosophy and martial arts as devotedly as any cleric. They are very uncommon in all societies except the Ryoshan culture, a human race. Amongst Ryoshans they have many temples and organizations focusing on many different aspects of their belief systems. The Ryoshans have had much influence on the southern shores of Verosia and due to this there are more then one small sects of Monks in this part of the world. Sometimes these sects try to keep in touch with the originators of their beliefs, but others have only drawn upon the knowledge of their founders and used that to establish a new order of thought.
There is another faction of Monks in the world. They are the mystical Pash-kai of Kal-Mikan. These fanatical warriors can be both monks and sorcerers and share common skills and beliefs. They were established long ago as servants of the Kai-itani, but have since developed into their own powerful order.

Not everyone who hears the call of their deity retreats to a temple to study rituals, prayers, and dogma. Those are the ways of the Clerics, who study their cannons and follow a strict and orderly theocracy. Though Clerics are very pious and organized religion is the driving force that unites the masses under these deities, the gods often require another type of holy man (or woman) to serve their cause. One who can foresee the destiny of mortals and even that of the gods.
Prophets are those who are chosen by their deities to be a vessel of their will and power. Sometimes they are chosen for specific goals, but many simply serve as the voice of the deity in lands where there is no organized religion. They hear the silent whisper of their god and understand the true desires of the divinities more than any cleric could ever hope to.

Holy warriors, serving their deity and beliefs to the last breathe of their lives. Paladins are more than just knights; they are the embodiment of all that is good and honorable. What makes a paladin is unquestioned faith and an unwavering drive to see good, justice and truth in all the world.
Paladins are always rare. For a person to be a paladin they must be the wisest, the strongest, and the most charismatic. However, despite how rare they are, there are many great orders of Paladins in the world. Most knighthoods do not require their knights to be paladins, but there are a few in which only Paladins may excel in ranks. The Knights of Thamor are only one example of a Paladin based knightly order. Paladins can be found in most human, gelvani and duervan societies. They are exceptionally rare or even unique in all others.

The wilds of the world are a dangerous yet beautiful place. The world isn’t filled with cities, and those that there are, are like small islands in a sea of forests, fields, mountains and planes. Rangers are warriors who live within the wilds, learning to live off the land and are born with a connection to it that very few others could understand. Rangers believe in the cycle of life, and though they worship gods, they are much like druids in that they first worship nature. However, they do not believe in a balance. Some rangers serve the glory of good and others the power of evil.
In the lands of Verosia Rangers are the protectors of the borders and provide a connection between the flora and fauna of the world and the intelligent races living within. Rangers are most common in human, gelvani, and bamorian societies. Though rangers can come from other races, they are rather rare and have unique belief structures.

Life is hard, and it takes a wily and sharp-witted one to make it. Rogues live by the skin of their teeth, and in a world like Naeja rogues are more likely to find their fortune by adventure than by common thievery. Despite this, those who do make it a point to turn to burglary, robbery, or even assassination are likely to try to gather in loosely organized groups. Sometimes they are even forced into them, or else… These Thieves Guilds can be found all over Naeja. But, not all rogues are thieves.
All races seem to have rogues, even if they don’t want them. Some might say “it’s the easy way out of a hard day’s labor” but anyone who has tried to be a rogue knows that there is nothing easy about it. For some, its simply stupid to follow someone else’s rules on how to live, much the less an entire societies’ rules. The only Bamorians can claim they don’t have rogues, but even then, there has probably been at least a few in their midst.
Magic is the power of the universe. It is the very stuff of creation and it courses through all things living and inanimate. The deities are beings of incredible power with total control over certain aspects of magic. There are also creatures of the world that have some power over it, such as dragons, who can wield arcane magics innately. The mortal races are not normally so attuned to magic that they can wield it without great effort. It normally takes great study and skill, or the assistance of a divine being. Sorcerers are the exception. Their magic comes to them as part of their natural being. They are more in tune with the powers of the universe and so they have easier control of them. Though they must still learn to focus their power, and often this means studying the knowledge of wizards, sorcerers do not need spell books, scrolls or intense rituals to focus to do so. Sorcerers are the progenitors of wizardly magics. They learned how to focus magic, because it was part of their being, and some wrote it down. Other mortals picked up what they had written and tried to learn it themselves. Through thousands of years some have developed the skill of wizardry, and that is how other mortals learned to bend their wills against the power of the deities and control the magical nature of the world.
Sorcerers are not uncommon in the world of Naeja. They can be found in almost any society or race, and are seen in many different lights by all. They are least common in bamorian, duervan and hobgoblin societies. They are very common amongst the ogrek and gelvani, who seem to all have this natural talent in their blood.
In many cultures their abilities are considered a mark of evil. Some say they gained these powers by being of the ilk of some demon, or by making pacts with evil lords of Infernus. In other cultures, though, they are considered exceptional people whom should be revered. Very few sorcerers take on apprentices or establish orders. Such groups rarely succeed due to the great differences in their abilities. However, in the desert city of Kal-Mikan, there is a society that has devoted itself to studying and mastering the power of sorcery. They are the Kai-itani, and they seek to record their skills and teach others who have the ability to master it.

Just as sorcerers can learn to control the forces of the universe, so can most other highly intelligent races of the world. However, unlike sorcerers, this power is not always natural. Thus, it takes a great deal of knowledge and effort to control magic. This is why wizards have learned to record their knowledge and share it, so that in time, with a great deal of effort and communal generosity, they can master this art. Sorcerers can cast magic, but wizards learn to cast magic.
Wizards are found in many different races and societies, but they are almost never found in duervan, folkin, and bamorian cultures. Neither are they found in orcish, hobgoblin, or any goblinoid culture, which usually only have sorcerers. There are always exceptions; however, if ones own race does not have wizards it becomes difficult to learn this skill without some great outside influence. Wizards try to gather and form great libraries of knowledge, but that makes them targets for those who despise or fear them. There are many secret and not-so-secret communities of wizards in the world.

G. Prestige Classes

Though you can’t begin with a Prestige Class, you may want to start thinking about that now, as many of the Prestige Classes require you to make decisions early on to meet their requirements.

H. Attributes

Attributes are the traits, both physical and mental, of a character that are defined numerically and establish the character’s abilities. These attributes are Strength, Constitution, Dexterity, Intelligence, Wisdom and Charisma.
In each of the systems below you will have a choice of where to place the scores for each attribute. Deciding what attributes will be highest or lowest is important for character creation. Will your character be intelligent, wise, charismatic? Will he be strong, dexterous, constitutional? Certainly we would all enjoy having a character with high scores in all of these categories, but that just won’t be likely, so just remember that it can be as much fun playing character with one or two low attributes as it is to have one with a couple very high attributes.
If the player chooses to develop an Youth and Apprenticeship for his character, he should use the attribute system offered below as Method 1. If the player chooses to use the standard Pathfinder creation system then the classical or heroic attribute methods would be sufficient. There are also three other methods detailed below (2-4) that you might want to consider.
It is the Gamemaster's call as to which methods are acceptable. Always check with the GM before determining attributes. It is common practice to have the GM witness any die rolls for attributes.

The following section details each race's attribute modifiers, as well as other benefits:

Bamorian Game Statistics
Duervan Game Statistics
Duneimen Game Statistics
Folkin Game Statistics
Gelvani Game Statistics
Gnome Game Statistics

Pathfinder Attributes Method

World of Naeja Attribute Methods:
Ask the GM which method her prefers you use.

Method 1: Developing Attributes
In this method your character starts with Base Attributes at the time he completes his Duty of Youth. Then he will increase his attributes over his years of apprenticeship, and finally receives a final modifier when he chooses his 1st level Character Class.

Base Attributes: To begin, you must roll the Base Attributes of your character. These reflect your characters attributes at the end of childhood (around age 11 for Humans). Each player will roll a set of 6 numbers using the following method, and assign the attributes as the player so chooses. Follow these steps:

1. Roll 2d6+4
2. add those together
3. write this number down
4. Repeat this five more times (six total)
5. When done this will be your base set
6. Assign each attribute as you see fit
7. Add Racial modifiers and other modifiers as appropriate.
This method produces a set of mid-range attributes (average 11) in most characters, with the highest attribute being 16, and the lowest being 6 (not considering race).

Training and Attributes: As you character enters his Apprenticeship he will begin developing his physical and mental attributes in particular ways. For example, Neonates focus on mental attributes (Intelligence); while Recruits focus on Physical attributes (Strength). As your character trains he will gain increases to his attributes. At least +2 must be added to each of these attributes, and your character must have at least a 12 in each of these attributes to attain 1st level in one of the Available Classes listed in the Apprentice Class. The character earns attribute points as follows:

1. +2 attribute bonuses/ year of training
2. maximum of +8 (total)
3. No more than +5 may be added to any one attribute.
4. Assign these bonuses as soon as you earn them and consider all your possible future needs.

Practical Year: The year after the character completes Apprenticeship training he is in his practical year of actual training. Player characters don’t usually begin play until after that year has ended and the character is officially 1st level. During this final year the character gains attribute bonuses just as he did during apprenticeship years (+2/year, max 8, no more than +5 to any attribute), though he may add the points to any attribute.

Racial Maximums: In all of these cases these bonuses can not raise the character’s attributes above the normal maxims established in their associated race (usually 18+racial bonus).

Example: Erik the Wild completes his Hunter training at age 11 and is ready to begin his apprenticeship as a Woodsman. He rolls his attributes, 2d6+4 (15, 8, 9, 12, 14, 12) and assigns them as he sees fit (Str 14, Dex 15, Con 12, Int 9, Wis 12, Cha 8). Being that he is human, he chooses to add his +2 to his Constituion. The Woodsman training takes him 4 years of training, during which time he gets +8 to attributes. He chooses to assign +2 to Strength, +2 to Dexterity, +2 to Constitution and +2 to Wisdom (Str 16, Dex 17, Con 16, Int 9, Wis 14, Cha 8). He is now 15 years old and chooses to become a Ranger. This takes 1 final year of training, but since he is already at his maximum bonus he gains no additional attribute modifiers. So, he is a full ranger at the age of 16, and has a respectable set of attributes (Str 16, Dex 18, Con 16, Int 10, Wis 14, Cha 8).

Example: Frederick the Incompetent was Formally Educated until age 11 and is ready to begin his apprenticeship as a Neonate in a wizard's school. He rolls his attributes, 2d6+4 (15, 8, 9, 12, 14, 12) and assigns them as he sees fit (Str 8, Dex 14, Con 9, Int 15, Wis 12, Cha 12). Being that he is human he chooses to add his +2 to Intelligence. The Neonate training takes him 8 years of training, during which time he gets +8 to attributes (remember +8 is the maximum). He chooses to assign +3 to Intelligence, +2 to Dexterity, +2 to Constitution and +1 to Wisdom (Str 8, Dex 16, Con 11, Int 20, Wis 13, Cha 12). He is now 19 years old and chooses to become a Wizard. This takes 1 final year of training, his Practical Year, but since he already at his maximum bonus he gains no additional attribute modifiers. So, he is a full Wizard at the age of 18, and has a respectable set of attributes (Str 8, Dex 16, Con 12, Int 20, Wis 14, Cha 12).

Extended Training:
If the character finishes his “Years in Service” and "Practical Year" before attaining the maximum +8 attribute points, he can choose to continue to train further, earning up to the limit. Attribute bonuses stop upon reaching adult hood (around 22 for Humans). If a character doesn’t choose an Apprentice Class, he can still gain +2 attributes/year spent adventuring or training under some other regiment. In such a case he misses out on all the other benefts of Apprenticeship.

Age Modifiers:
Don't forget to add bonuses/penalties based on the age of the character. Older individuals tend to be wiser and more intelligent, but have failing health and loss of strength. Choosing to play an older character can also increase starting skill points. See Aging for more details.

Method 2: Rolling 2 Sets
Each player will roll two sets of 6 numbers using the following method, pick a set and assign the attributes as the player so chooses. Follow these steps:
1. Roll 5d6
2. pick the 3 highest
3. add those together
4. write this number down
5. Perform this six times
6. When done this will be your first set
7. Repeat this to make a second set
8. Select a set for your character
9. Assign each attribute as you see fit

This method produces a set of mid-range attributes (10-16) in most characters, with the exceptional highs or lows being rare but possible.

Method 3: Selecting Attributes
Each character starts off with a 10 in every attribute (racial modifiers not applied yet), and is granted a set number of Attribute Points to assign to those attributes. The player may spend Attribute Points to increase an attribute, based on the following chart. The player may also opt to lower the attribute of his character below 10 to gain extra points. No attribute should ever be dropped below a score of 7 without racial mods.
Each character gets 32 attribute points to use to select the attributes for that character. Optionally the Player can spend Player Points to further increase those attributes (1 PP=2 APs). If you believe you have an acceptable reason to have an attribute below 7, ask the DM. You won’t gain more than 6 Attribute Points back, though.
Using this method a character may not select more than one 18.

Atttribute Score Attribute Point cost
18 12
17 10
16 9
15 7
14 6
13 4
12 3
11 1
10 0
9 -1
8 -3
7 -6

This method allows a character to have any combination of attributes the player wishes for the character to have within the limits of the Attribute Points available and racial limits. If the DM wishes to increase or decrease the rate it is acceptable, though advised not to do so more than a few points.
Examples: 18, 17, 14, 12, 10, 10
18, 17, 16, 11, 10, 10
18, 17, 17, 16, 9, 8, 7
18, 15, 13, 12, 12, 12

Method 4: Roll 1 set or Use Method 3
In Method 4, you combine Method 2 and 3. Initially you will roll 1 set according to steps in Method 2. If you do not like the set of attributes you rolled, you may then create your attributes using Method 3. This gives the player the most control over his attributes, and still allows random chance of very high attributes.

IV. Give it Some Character

Your race, culture, lineage and social class all have some effect on how you developed in your early years.
In this section you will decide the core details of your character; immediate family members, inherited features, early education, religion, and cultural traits. All of these are decided in birth or in your early childhood (for humans that is up to age 7).

A. Appearance

Your race and lineage have some effect on how you appear. How tall are you? What do you weigh, and what is your body type? What skin tone do you have? What color is your hair and how is it styled? What color are your eyes? What are your facial features? Do you have any other distinguishing traits? What do the clothes you wear look like? What are the conditions of the weapons, armor and other gear you carry? Description is very important when introducing your character, so make sure you put some real effort into describing how the character looks and behaves. Height, Weight, and other features for each race are described in Chapter 2.

B. Culture

You’ve chosen your race and homeland, so what is the culture like where you live and how does that influence your personality? How do your people see the world? Are there enmities between you and other peoples? Do you have unique cultural traits and beliefs? All of this information can be found in the chapters for Races and Realms. The GM may also have some advice for you.

C. Religion

Your culture has an incredible influence on your starting religion. What religion were you raised in? How does that restrict you? Do you still follow this religion? If you have left it, do you now follow a new religion, and why? The Religion chapter details each of the major religions. The chapter on Realms mentions how each culture relates to its religion. You probably don’t need to know more than the basics unless you are going to be a Cleric, Prophet or Druid.

Most characters have a paritcular faith they believe in, and player characters are often the most devout of those faithful. As such, players are encouraged to select a pantheon or deity to worship. Worshipers are granted worshiper abilities. For details on Worshipers and Worshiper Abilities please see Faith and Piety.

E. Family

An easy step to overlook is probably one of the most defining; your family. How big is your family? What are their names? What is it that your parents do to support the family? Do you have brothers and sisters? What are their names? Do you have any sibling rivalries? Any family secrets? Where are they now? These details can help you fully realize your character’s personality and why he became what he did.

F. Personality

It’s time to take the sum of all these other details to determine exactly who your character really is. First, look up your Birth Sign and consider using the recommended Personality Traits there to help define the prominent features of your personality. However, you don’t have to stop there (or even start there for that matter). You really may develop any personality you wish for your character to possess. To help you, though, here are a series of questions to get you thinking about what factors influence your personality.

How did your Lineage affect your life?
Is your family well known?
How much has their history overshadowed your own life?
How does your Social Class affect you?
Did you live in poverty?
Did you feel ashamed of your family?
Were you constantly surrounded by those who praised you?
Did you ever want for anything?
How was your home life?
Did you grow up in a loving household?
Were your parents strict?
Did you have a lot, or have to share?
Do you have any physical disabilities or remarkable features that may have affected how others treated you or how you see the world?
How does your culture affect your personality?
Where does your Gender fit in?
How does your Religion affect your personality?
How did your Youth define your personality?
How did your Apprenticeship years shape you?
How does your Class shape your personality?

G. Alignment

After you have developed a personality for your character, you need to decide where on the Balance and Alignment charts he falls closest. Since it is necessary for game mechanics you should try to pick an alignment, though at any time you may change it or the DM may change it for you based on your roleplaying of the part.

H. Name

Last but not least is the very important step of giving your character a name. You should try to pick a name or develop a name similar to those on the list for your Race and Culture, though sometimes names from other cultures are chosen, or names are even made up. Does your name have a meaning? Most names have some significance to the person’s family or are meant to describe the character.

Below you will find name generators for each race.

Duervan Name Generator

I. Age

We have mentioned age repeatedly above. The following is meant to summarize how to determine a character’s starting age using this system.
First, note that your character can really start at any age you want him to, but if you are following the system above, the following should be the way you calculate the character’s minimum age. This is important for understanding how long it takes to master the skills necessary for each apprentice class and character class.

1. Starting Age: Racial Base+(1d4 x racial mod)
This is the age the character entered into his “Duty”.

2. Years of Duty: +(1d4 Years x racial mod)
Most individuals serve in their Duty a couple years before being chosen for an apprenticeship.

3. Years of Apprenticeship: +(Years in Service x racial mod)
After completing a “Duty” the character enters his Apprenticeship, and remains in that training for a minimum number of years (called Years in Service). At the end of that time the character could continue apprenticeship (see Attributes below for the reasons why), or begin his final year of training towards his 1st Character Class level.

If you do not select an Apprenticeship, you must still train towards a particular character class. Without an apprenticeship, though, your intelligence cannot modify the time it takes to attain this class. In such cases use the chart below in lieu of "Years in Service".

Chart- Years in Service
Class Years in Service Apprenticeships
Barbarian 3 Woodsman, Recruit, Squire
Bard 5 Musician
Cleric 7 Acolyte, Squire
Druid 4 Acolyte
Fighter 3 Recruit, Squire, Woodsman
Monk 4 Acolyte
Paladin 5 Squire
Prophet 4 Neophyte
Ranger 4 Recruit, Squire, Woodsman
Rogue 4 Craftsman, Intern, Thief, Woodsman
Shaman 4 Neophyte
Sorcerer 4 Neophyte
Wizard 8 Neonate

Selecting a Class not associated with your Apprenticeship
If you chose a class that is not on the “Class Availability” list of your Apprenticeship you must serve the full “Years in Service” listed above for that class in addition to the apprenticeship years you served in order to attain 1st level in this class.

4. Practical Year(s): +(1 Year x racial mod)
After completing his apprenticeship, a character enters into his Practical Year(s) of real experience in his class. During this time he learns the final skills needed to succeed. This time is mandatory to become 1st level in any class. Even characters who did not take an apprenticeship must serve his Practical Year(s)

5. Extended Training: +(X Years of training)
After attaining first level, some characters will continue to train in order to attain the maximum potential attributes before reaching maturity.

Minimum Starting Age at 1st Level:
So, the final formula for minimum starting age is:
Racial Base+(1d4 x racial mod)+(1d4 Years x racial mod)+(Years in Service x racial mod)+(1 Year x racial mod)+(X Years of training)

V. Finish up the Details

Now that you have created your character in so much detail, it’s time to put on the finishing touches. This is the part where you complete all the steps detailed in the PHB. You will roll for attributes, select feats, assign skill points, purchase equipment, and select spells known. Note that there are some new Feats, Spells and Skills in the Manual of Naeja.


The Pathfinder Advanced Rules offer a system of traits. Each player character begins with two traits, which can be taken from a number of origins. Traits are not restricted by any prior choices, but you will find many traits suit your character's background that you have already developed. As you only get two traits, be conscious to choose traits relative to aspects of your character that are prominent.

There are over 40 traits in just the core rule. Below are some good examples of character aspects and related traits:

Duty: related traits
Street Rat: Bullied, Courageous, Deft Dodger, Dirty Fighter, Killer, Reactionary, Resilient
Beggar: Bullied, Deft Dodger, Reactionary, Resilient
Hunter/Gatherer: Courageous, Deft Dodger, Killer, Devotee of the Green
Farm Hand: Deft Dodger, Devotee of the Green
Craft Assistant: Focused Mind, Hedge Magician
Shop Servant: Mathematical Prodigy
Groom (stableboy): Courageous, Deft Dodger,
Porter: Focused Mind
Valet: Focused Mind
Entertainer: Focused Mind, Magical Talent, Mathematical Prodigy
Formally Educated: Anatomist, Classically Schooled, Focused Mind, Mathematical Prodigy
, Scholar of the Great Beyond
Scribe: Classically Schooled, Focused Mind
Initiate: Classically Schooled, Devotee of the Green, Ease of Faith, Focused Mind, Gifted Adept, Magical Talent, Mathematical Prodigy
Nurse: Anatomist, Caretaker
Alter Boy/Girl: Child of the Temple, Ease of Faith, Focused Mind, Magical Talent
Privately Tutored: Anatomist, Classically Schooled, Ease of Faith, Fencer, Focused Mind
History of Heresy, Scholar of the Great Beyond
Page/Squire: Armor Expert, Killer, Ease of Faith
Noble: Armor Expert, Classically Schooled, Fencer

VI. Add the Extras

Now your DM may allow you to choose from some extra options, if you have Player Points to spend.

A. Hereditary Traits

While lineage describes your family’s past, it doesn’t have a significant affect upon your character. However, some are descended from legendary heroes, eternal beings, or even Gods. In those rare circumstances, your character may have inherited a gift, or curse, as part of that blood line. In each of the cases below you must work out with the DM who you are descended from, and what that person was famous for. Of course, inheriting powers from an ancestor also makes it possible that you inherited a curse.
Hereditary Traits can be purchased with Player Points. You may also voluntarily take an inherited curse, giving you back player points. Thus, if you trait allows you to earn back Player Points. You may not pick out any Hereditary Trait without first discussing it with the DM and getting his approval.

Minor Hereditary Benefit (3):
You are the child of a minor legend or descendant of a major legend who is known for one extraordinary act or ability. A minor legend is usually a low level hero or villain (4th-6th level). A major legend is usually a mid-level hero or village (7th-12th level). You have inherited a small benefit related to that legend’s abilities. Roll on the following chart, or with DM permission you may pick one (except Roll Twice):

Minor Hereditary benefit 2d10
2 Inherited a Minor curse (roll again, ignoring a 2)
3-5 +4 racial modifier to a skill relevant to lineage
6-9 +2 to one save
10-12 +1 to one attribute relevant to lineage
13-16 Bonus feat or gift relevant to lineage
17-19 Roll on the Major Hereditary benefit chart with a -4 penalty.
20 Roll twice (ignoring a 20)

Major Hereditary Benefit (6):
You are the child of a major legend or the descendant of a Great Legend who is known for extraordinary acts and abilities. A Great Legend is usually a high-level hero or villain (13th-20th level). You have inherited a benefit related to that legend’s abilities. Roll on the following chart, or with DM permission you may pick one (except Roll Twice):

Major Hereditary benefit
2 Inherited a Major curse (roll again ignoring a 2)
3-5 +6 racial modifier to one skill, or +3 to two skills, relevant to lineage
6-9 +4 to one save, or +2 to two saves
10-12 +2 to one attribute, or +1 to two attributes, relevant to lineage
13-16 Bonus feat or gift relevant to lineage
17-19 Roll on the Great Hereditary benefit chart with a -4 penalty.
20 Minor extraordinary ability relevant to lineage

Great Hereditary Benefit (9):
You are the child of a Great legend or the descendant of an Epic Legend who is known for unbelievable acts and abilities. An Epic Legend is usually an Epic-level hero or villain (21st+ level). You have inherited a benefit related to that legend’s abilities. Roll on the following chart, or with DM permission you may pick one (except Roll Twice):

Great Hereditary benefit
2 Inherited a Terrible curse (and roll again ignoring a 2)
3-5 +8 racial modifier to one skill, or +4 to two skills, relevant to lineage
6-9 +6 to one save, or +3 to two saves, or +2 to all saves
10-12 +1d4+1 to one attribute, or +1d2 to two attributes, relevant to lineage
13-16 Bonus feat or gift relevant to lineage (ignoring prerequisites, except feats)
or two Bonus feats relevant to lineage (but prerequisites do apply)
17-19 Roll on the Epic Hereditary Benefit chart with a -4 penalty.
20 Major extraordinary ability relevant to lineage.

Epic Hereditary Benefit (12):
You are the child of an Epic legend or the descendant of a Deity. Deities sometimes procreate with mortals, and the offspring are usually demi-gods or quasi-deities. Their descendants are mortal, but have some extraordinary powers. You have inherited a benefit related to that legend’s abilities. Roll on the following chart, or with DM permission you may pick one (except Roll Twice):

Epic Hereditary benefit
2 Inherited a Horrible curse (and roll again ignoring a 2).
3-5 +10 racial modifier one skill, or +8 to two skills, relevant to lineage
6-9 +8 to one save, or +4 to two saves, or +3 to all saves
10-12 +1d4+2 to one attribute, or +1d3 to two attributes, relevant to lineage
13-16 2 Bonus gifts or 2 bonus feats (ignoring non-feat pre-reqs) relevant to lineage
or 1 Bonus feat (ignoring all prerequisites)
17-19 Epic extraordinary ability relevant to lineage
or Minor supernatural ability relevant to lineage
20 Roll on Divine Power chart

Divine Hereditary Benefit (15):
You are the child of or descendant of a deity. You have inherited a benefit related to that god’s abilities. Roll on the following chart, or with DM permission you may pick one (except Roll Twice):

Divine Hereditary benefit
2 Inherited a Divine Curse (and roll again ignoring a 2)
3-12 Child of a Quasi-Deity or Descendant of a Demi-God. You are mortal but have divine benefits. Roll twice on the Epic Hereditary benefits chart.
13-16 Child of a Demigod or Descendant of a Lesser God. You are a Quasi-Deity and gain all the powers accordingly. Also, Roll once on Epic Hereditary benefit and once on Great Hereditary Benefit.
17-19 You are the Child of a Lesser God or the Descendant of an Intermediate God. You are a Quasi-Deity and gain all the powers accordingly. Roll twice on the Epic Hereditary Benefits chart.
20 You are the Child of an Intermediate God or the Descendant of a Greater God. You are a Demi-God and gain all the powers accordingly. Roll twice on Epic Hereditary benefits chart.

B. Inherited Curses

A curse is a series of misfortunes set upon a family line that requires some expiation, either through a set number of generations or some act that that must be resolved. Curses cause misfortune, suffering, loss and illness.
If you rolled or chose an Inherited Curse this means you have inherited some curse that was set upon the legendary individual you are descended upon. This curse may have been intended as a family curse, or could have originally only been meant for that person but you were unfortunate enough to inherit it. Roll on the appropriate chart below to determine the curse. You will get back a number of player points based on the level of the curse. You can not have an inherited curse without first paying for a Hereditary Benefit.
Most Inherited curses can be overcome if the player can figure out what act will resolve the curse. This usually requires the intervention of a Prophet. Overcoming a curse is not an easy endeavor. Characters should suffer through the effects of a curse for at least a few levels before they are given a chance to overcome that curse.

Minor Hereditary Curse (-1)
If you inherited a minor curse, roll on the following chart, or with DM permission you may pick one. This is a curse that only affects you in limited times or may create a nearly insignificant disability. Overcoming such a curse can usually be done through normal character advancement (assigning attribute bonuses, skill points, or gaining save bonuses as you level).
2 Roll on the Major Hereditary Curse chart (ignoring a 2)
3-12 -4 racial modifier to a skill (DM chooses)
13-16 Likeness: You inherited the likeness of that legendary individual from who you descended. Because of this, there are those who recognize you and may fear or dislike you. You suffer a -2 reaction penalty with anyone who may know the legend of your ancestor and has reason to dislike or fear you.
17-19 One attribute relative to lineage is set at a 9.
20 Weakness: -2 penalty to saves against one type of effect. It is up to you and the DM to work out what kind of effect (ie Fire attacks, Charms, etc…). Spell Resistance will not protect you from this effect.

Major Heredity Curse (-3)
If you inherited a major curse, roll on the following chart, or with DM permission you may pick one. This is a curse that affects you fairly often and creates some significant disability. Overcoming such a curse can usually be done through atonement to those your ancestor wronged, or through magical means.
2 Roll on the Terrible Hereditary Curse chart (ignoring a 2)
3-12 Distrusted: You are distrusted by a specific being, creature or race for the acts of your ancestor. You suffer a -4 reaction penalty with them, and they will be considered hostile upon meeting you.
13-16 Deformity: The character suffers from a deformed limb or feature and therefore suffers a -4 to actions taken with that limb. The character is considered to be crippled or disabled, but is also considered to have adapted to that (see Adapt to Crippling Injury in the New Feats section).
17-19 -4 to one attribute relative to lineage
20 Weakness: -4 penalty to saves against one type of effect. It is up to you and the DM to work out what kind of effect (ie Fire attacks, Charms, etc…). Spell Resistance will not protect you from this effect.

Terrible Heredity Curse (-6)
If you inherited a terrible curse, roll on the following chart, or with DM permission you may pick one. This is a curse that affects you all the time and creates a serious disability. Overcoming such a curse can usually requires some form of divine intervention.
2 Roll on the Horrible Hereditary Curse chart (ignoring a 2)
3-12 Hated: You are hated by a specific being, creature or race for the acts of your ancestor. They attack you on sight and if they know where you are they will hunt you down.
13-16 Deformity: The character suffers from a terrible deformity. He suffers a -4 penalty most physical actions. The character has adapted to these injuries, but the -4 penalty is what remains after adapting.
17-19 One attribute relative to lineage is set at 7.
20 Weakness: -8 penalty to saves against one type of effect. It is up to you and the DM to work out what kind of effect (ie Fire attacks, Charms, etc…). Spell Resistance will not protect you from this effect.

Horrible Heredity Curse (-9)
If you inherited a horrible curse, roll on the following chart, or with DM permission you may pick one. This is a curse that affects you all the time, is always obvious and creates a serious disability. Overcoming such a curse requires some form of divine intervention.
2 Roll on the Divine Hereditary Curse chart (ignoring a 2)
3-12 Mortal Enemy: You are hated by a specific being, creature or race for the acts of your ancestor. They are actively hunting you and want to kill you.
13-16 Deformity: The character was born with some horrific features. He suffers a -4 reaction penalty with everyone and a -4 penalty to all physical actions.
17-19 One attribute relative to lineage is set at 5.
20 Weakness: Suffer double damage from or automatically fail saves against one type of effect. It is up to you and the DM to work out what kind of effect and which penalty you take (ie Fire attacks, Charms, etc…). Spell Resistance will not protect you from this effect.

Divine Heredity Curse (-12)
If you inherited a divine curse, roll on the following chart, or with DM permission you may pick one. This is a curse that affects you all the time and will be mocked by the gods Overcoming such a curse requires the intervention of an equally or more powerful deity than the one who cursed you.
3-12 Hated: You are hated by a another God, who is often seeking you out to destroy you. That deity will send minions after you regularly.
13-16 Monstrous: Having inherited divine powers these have manifested in a horrible way. The character appears somewhat monstrous, and no simple solution, magical or otherwise will change that. He suffers a -8 reaction penalty with everyone and a -4 penalty to all physical actions.
17-19 One attribute relative to lineage is set at 3.
20 Weakness: You have a lethal weakness and if anyone ever discovers it they could kill you instantly. This could be a particular part of your body that if injured is immediate death, or a deadly allergy to some rare type of food, or this could be some condition that you must not violate or you will be slain by the gods. Spell Resistance will not protect you from this effect.

C. Destiny

All in the World of Naeja are subject to Isati’s will, Elder Goddess of Fate and Destiny. The River of Fate flows through time and we are carried upon it like fallen leaves. Our fate is pre-determined at the time of our birth, our course follows the currents down stream, and no matter which branch we may take, the river only flows in one direction. A mortal can perhaps steer the course of his destiny, but he cannot change his fate. Our acts are like pebbles in a stream, we cannot damn it on our own; thus, we are driven on by the unwavering torrent towards our ultimate final destination. Only the gods have the power to change a mortal’s Fate. By acting upon the mortal world, a god can change the flow of the River of Fate, like a boulder in a stream, forcing the river around it. Such acts are truly dangerous, though, as changing the flow of the stream can affect the fate of thousands. Is such an act worth the life or death of one mortal? Some gods seem to think so.
Some are also granted a destiny, a possibility of greatness in their lives predetermined by Isati. At times the River of Fate may branch for these individuals, and they must choose the direction they shall take. While both lead further downstream, one could lead on to a life of mediocrity, while the other may lead to a far greater destiny. While our Fate may be unyielding, a destiny must come to pass through the actions and choices of the destined one. While we are powerless to affect our own fate, we can and do have influence over our destiny. You may be gifted with a destiny but you can just as easily fail to follow your life towards that destination. Your actions and choices, however minor, can affect your destiny. If you have a destiny it is a great thing, though perhaps not a good thing. Some are destined to become great and terrible forces of evil, while others are destined to be great heroes. Some are destined to die a horrible death, while few are destined to join the ranks of the gods. Only Isati knows your destiny for sure, if you have one, for it is she who has set them out before us.

The Game Mechanics:
A character doesn’t begin knowing his fate or destiny. Most of us can assume that at some point we will die, and thus it is the same for your characters. It is possible to learn one’s Fate or Destiny from a prophet, but often times these messages can be cryptic or misleading. Fate is vague, and details can only be attained from powerful prophets. The most a person usually will get is a short prophecy regarding their death, such as “You will die in your sleep, having out lived your children.” Such a prophetic vision doesn’t tell one much. Destiny is specific, and can often be seen by even the weakest of prophets.
Not all characters may begin with a Destiny, though. If you have the Player Points available, you may choose to purchase a Destiny for your character. The DM may also choose to give your character a destiny, and can do so without even mentioning it to you.
Any destiny is possible, and thus you should work out the details with your GM. The GM may give you very little control, simply stating that you can pick one of these destinies and he or she will work out the details without telling them to you. That is often the best way to handle it, since revealing all the details may spoil the game. It is up to the GM to determine if and when you will learn about your destiny. He may rule that you learned about it as a child, or may work it into the story line. The destinies listed below are only examples, to help the DM in his task.
Note that neither the GM nor the player should pre-determine a character’s fate; which is, after all, the point of the game. If a character goes to a prophet to learn his fate, then the GM may take some license in the matter, but otherwise it is always left to chance. Even if the prophet does foresee the character’s fate, there is nothing saying the prophet was having an accurate telling of the vision. The prophet might see that a character is thrown overboard and drowns, but doesn’t see that the character is rescued by a Siren who revives him. Often a destiny makes ones fate impossible for a prophet to see. The point is, fate should be left to the chance of the game. Destiny is dependent upon the choices and actions of the character, so the GM can feel free to use destiny as a driving force in the campaign.
It is possible to have an "unfortunate destiny"; that is, one that would be to your character’s detriment. Doing so gives you back Player Points that you can spend elsewhere during character creation. You may not keep any of these Player Points for use after character creation, though.
The GM may also opt not to allow players to purchase a destiny for their characters.


Great Act (3): The character is destined to perform one great act in his life. He may or may not become famous for it, and it may not even be heroic, but it will be very important. Example: Typhon Hanraelani is destined to unite the Gelvani people.

Fame (3): The character is destined to attain great fame in life. This may be through acts of heroism, great artistic performances, or maybe even marrying someone else already famous. Example: Stuart Youngblood is famous for his masterpiece The Bringing of Blossoms, which when performed will cause the trees, flowers and bushes to bloom no matter what the season.

Fortune (3): The character is destined to attain great fortune in life. This may be an inheritance, a discovery of a long lost treasure or the horde of a dragon taken after slaying the beast. Example: The Gnome Rorik was destined to attain a great fortune in life. This was fulfilled when he released an efreeti from its lamp and wished to be taken to the greatest treasure it knew of. He was brought to a massive chamber beneath the desert of Vas-Meknor where a huge treasure was buried greater than any ever known before it. His second wish was to have it all transported to places of his choosing.

Heroism (3): The character is destined to perform great acts of heroism in life. The character isn’t guaranteed to gain fame, fortune or glory through any of these acts. The character must still, of course, choose to perform these acts when the opportunities arise. Example: The ranger Lodan of Carn’Keylley, destined to perform many heroic acts in life, helped defeat Faeldonas, one of the Thralls of Aibhistear, slew a dragon to save a nereid’s daughter, defeated a Fell Giant berserker in a barehanded battle to save an imprisoned treant, and recovered the Cauldron of Morvos to return it safely to Carn’Tholtanagh while being pursued by Ig-Baruk.

True Love (3): The character is destined to have one great true love in life. This love will be a driving force in everything he or she does. Example: Bartal and Alianna were destined to love one another forever, and though circumstances of life kept them apart, even after her death Bartal found a way to be with her in the Eternal Paradise, by becoming a Chosen of Thamor.

Conquest (6): The character is destined to win a great conquest in life. This could be conquering an entire realm, or leading a small force to overthrow a local lord. He may himself be destined to defeat an arch-enemy. Example: William Lordsly was destined to lead the armies of Rona in victory against Parthus, defeating the Arch-Primus Kalos. He did so and then ascended into the Eternal Realms to stand beside his father Thamor.

Rulership (6): The character is destined to become a great ruler, or to rule over a great realm. The character could be the heir to a throne, or perhaps kill a king in his own throne room and thereby, through some ancient law, make himself king. There are many possibilities. Example: Loch Moarland was destined to become King of Moar, a surprising destiny considering Moar was only a Duchy of the Kingdom of Rona at the time, his father the Duke. However, destiny proved itself when Rona fell and Loch declared Moar a Kingdom, and himself King.

Salvation (6): The character is destined to attain salvation, granting an eternal and wonderful afterlife, no matter how vile, cruel, wicked and immoral he or she is in life. The character must still choose to take the opportunity when it arises. Example: The murderous orc Tyrok had been on many campaigns to plunder and burn human settlements, but when his own village was overrun by the Ig-Baruk and he was near death he was rescued by a Priest of the Ronan Church who nursed him back to health and showed him the glory of Thamor. Tyrok repented his past and asked Thamor to accept him into the eternal paradise.

Immortality (9): The character is destined to attain immortality, though this could be in any way. Example: Bartal Dreadnaught was destined to become Immortal and so it was that upon defeating the high-priest of Memnos he ascended into Sanctues Divinae and became one of the 12 Chosen of Thamor.

Unfortunate Destinies

Terrible Act (2): The character is destined to perform one terrible act in his life. It may not make him infamous and it may not be villainous, but it will be very important. Example: Zuurith, the Barukar Prophet, was destined to learn the ritual to release Nalghivorn from his eternal chains, and allow him to rise once again. He did finally learn the ritual before he was killed by human archers.

Defamed (2): The character is destined to attain great fame and lose it, becoming not only defamed but perhaps even infamous. Example: Martel, the half-demon, was destined to be disfamed. He worked all his life to try to prove to the world that he was actually a chivalrous knight, but no matter how famous he became, his evil nature often overtook him and he lost all fame he may have once had when he went on a rampage at a tournament killing fellow knights and spectators alike, just because he came in second in the lance.

Ill-fortuned (2): The character is destined to lose a great fortune in life, becoming poor or even becoming a beggar. Example: Uthro was a great King of a small desert kingdom but dreamed of creating a massive castle beside the waterfalls in the mountains bordering his realm. He spent so much in the massive construction that he ran out of wealth before it was completed. His people abandoned the incomplete castle and Uthro was left without a single copper to his name.

Villainy (2): The character is destined to perform great acts of villainy in life. The character isn’t guaranteed to gain infamy of fortune through any of these acts. The character may not want to perform these acts, but something in life might drive him to it. Example: Vorlath was a great and noble Knight, but did not know he was destined to perform great acts of villainy. His entire family was brutally killed by a white dragon, and he himself lay near death in the ice. It was then that Aibhistear whispered in his mind, offering him a chance to return to life to slay the dragon. Vengeance in his heart, he accepted. He was raised as a Death Knight and went on to perform many heinous acts, including killing the High Lord of the Holy Crown of Thamor.

Lost Love (2): The character is destined to have a great love for another that is either unrequited, broken or otherwise lost. This could be the death of a loved one, a loved one that doesn’t return the feelings, or a loved one that leaves. No matter what, it leaves the character obsessed and broken. Example: Faeldonas was destined to love Fionnbhara and she him, but was also destined to lose that love due to his own evil ways. Four decades after they parted, he returned as a Thrall of Aibhistear and Fionnbhara had no other choice but to help kill him.

Conquered (4): The character is destined to be defeated in a great conquest. If he has a position of power his realm may be conquered, or if he just leads a small force that group may be defeated. He may himself be destined to be defeated by an arch-enemy. Example: Arch-Primus Kalos of Parthus was destined to be defeated in singular battle with William Lordsly, son of Thamor, who would lead an army to defeat his own and conquer his lands. All of this came to pass.

Deposed (4): The character is destined to be a ruler that is overthrown. This could be a small local arrangement, or something on a grand scale, such as King of Rona, but no matter what he does he will be deposed. Example: Delerin, the son of the god of trickery and disguise, used his power to look like anyone to kill King Acascious and take his place upon the Throne of Rona. Unfortunately he was destined to be deposed, and only a few months later the truth was discovered and he was quickly forced to flee the castle in fear for his life.

Damnation (6): The character is destined for eternal damnation in the afterlife, no matter how pious, pure, or moral he or she is in life. Only careful and wise thinking may avoid this destiny. Example: Laradin was a great knight in life, but turned to evil. When he died he descended into Infernus, and there he began rising through the ranks of Baator until he was risen to the form of a Pit Fiend. When battling a Aasimon, though, his memory of life returned to him. Hating what he had become he dropped to his knees and begged for mercy. The Aasimon returned him to the Mortal Realm in human form, but warned him that he was still a demonic soul in the body of a Mortal and when he died he would return to Infernus.

Dark Destiny (8): The character’s destiny is so terrible that is goes beyond anything mentioned before. This destiny should definitely be the domain of the GM to determine and should be something so malicious and terrible that it ends the character’s playability when it occurs. Example: Deymus the prophet was destined to be the death of his own people, including his own family, and to reveal the ritual by which Nalghivorn would be freed from his eternal chains in Infernus, and then go mad before dying. All of this came to pass.

As stated above, a destiny can be changed by a characters choices or actions. Fate usually drives a character towards his destiny, though, so it is a very difficult thing to avoid. The GM should intentionally try to steer the character towards his destiny, but should also present choices or challenges that could allow the character to change his destiny.

For example, Typhon Hanraelani is destined to unite the Gelvani people (Singular Great Act). Many times throughout his life he had choices to make about whether to help others or help himself. He always chose to help others and thus was steered towards his ultimate destiny. When he met the Sylvana-Gelvani Deymus who was trying to retrieve his sisters from the orc prophet Zuurith, who intended to sacrifice her to learn the ritual to raise Nalghivorn, he had the choice of helping Deymus or going off towards Tharthin, as he had originally intended. He chose to help Deymus. Later, when he was knocked out and Deymus was taken by Zuurith (as it turned out Deymus was the one he really wanted), he could have returned to his homeland to seek help, but instead he trekked on alone by foot to try to find his friend. He succeeded in saving his friend, though he didn’t succeed in stopping Zuurith from learning how to raise Nalghivorn (the orc’s own destiny).

Optional system to roll a destiny:
The DM may opt to allow players to roll randomly for a Destiny (at no PP cost). To do so use this chart:

Roll 1d20 Destiny
1-15 No Destiny
16-17 -2 on chart 2
18-19 roll 3d6 on chart 2
20 roll 3d6 +2 on chart 2
Chart-Destiny 2
Roll 3d6 Destiny Roll 3d6 Destiny
1 Dire Destiny 11 Great Act
2 Damnation 12 Great Act
3 Deposed 13 Fame
4 Conquered 14 Fortune
5 Lost Love 15 Heroism
6 Villainy 16 True Love
7 Ill-fortuned 17 Conquest
8 Defamed 18 Rulership
9 Terrible Act 19 Salvation
10 Terrible Act 20 Immortality
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